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NIST

Aiiios Dflfiibfi pecial Publication 500-237 PUBLICATIONS

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Information Technology:

Usability Engineering: Industry-


Government Collaboration for System
Effectiveness and Efficiency
SYMPOSIUM TRANSCRIPTION
Laura L. Downey and
Sharon J. Laskowski, Editors

U.S. Department of Commerce


Technology Administration
National Institute of Standards and Technology
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NO. 500-237
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1997
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NIST Special Publication 500-237

Information Technology:
SYMPOSIUM TRANSCRIPTION

Usability Engineering: Industry-


Government Collaboration for System
Effectiveness and Efficiency
held February 26, 1996, at the National Institute of Standards and Technology

Laura L. Downey and


Sharon J. Laskowski, Editors

Information Access and User Interfaces Division


Information Technology Laboratory
National Institute of Standards and Technology
Gaithersburg, MD 20899-0001

July 1997

U.S. Department of Commerce


William M. Daley, Secretary

Technology Administration
Gary R. Bachula, Acting Under Secretary for Technology

National Institute of Standards and Technology


Robert E. Hebner, Acting Director
Reports on Information Technology

The Information Technology Laboratory (ITL) at the National Institute of Standards and Technology
(NIST) stimulates U.S. economic growth and industrial competitiveness through technical leadership and
collaborative research in critical infrastructure technology, including tests, test methods, reference data, and
forward-looking standards, to advance the development and productive use of information technology. To
overcome barriers to usability, scalability, interoperability, and security in information systems and
networks, ITL programs focus on a broad range of networking, security, and advanced information
technologies, as well as the mathematical, statistical and computational sciences. This Special Publication
500 series reports on ITL's research in tests and test methods for information technology, and its

collaborative activities with industry, government, and academic organizations.

National Institute of Standards and Technology


Special Publication 500-237
Natl. Inst. Stand. Technol.
Spec. Publ. 500-237
261 pages (July 1997)
CODEN: NSPUE2

U.S. Government Printing Office


Washington: 1997

For sale by the Superintendent of Documents


U.S. Government Printing Office, Washington, DC 20402-9325
FOREWORD

On February 26, 1996, the National Institute of Standards and Technology (NIST)
sponsored the symposium "Usability Engineering: Industry-Government Collaboration
for System Effectiveness and Efficiency." The symposium brought together over 100
industry and government professionals to exchange information and strategies for
achieving effectiveness, efficiency and satisfaction in computer-based government
systems. It forum for raising awareness about
also provided a usability engineering and its

role in increasing productivity and decreasing costs.

The symposium was the first of its kind to address the need to incorporate usability
engineering practices into the design and development of computer-based government
systems. With the mandate and fiscal necessity of employing commercial, off-the-shelf
(COTS) products with legacy data, the complexity of government systems is only
increased. It is critical that government and industry implement the best practices now
available to ensure usability. This is goverment systems because of
especially applicable to
the large number (and high cost) of custom computer systems and legacy system
integration and updates.

This document provides a complete record of the workshop presentations in a


conversational style based on the transcription of the symposium videotapes. Figures from
the original proceedings were included and referenced to enhance the transcription of each
speaker's presentation. For a brief overview of the symposium, including background
information, attendee demographics, and feedback, see the symposium report in the

SIGCHI October 1996, Volume 28, Number 4. Much positive feedback was
Bulletin,
received and a second symposium is planned for March 3, 1997.

As a note of information, this version (August 1997) of the transcription supersedes the
preliminary version dated February 27, 1997. Also, any mention of specific products in
either version of the symposium transcription is for informational purposes only and does
not constitute any recommendation and/or endorsement by NIST.

Editors:
Laura L. Downey, NIST (Symposixun Chair)
Dr. Sharon J. Laskowski, NIST (Program Committee)

(Any errors in the symposium record are a result of the transcription and editing done at NIST.)
TABLE OF CONTENTS

Presentation Page

Foreword-- ~ iii

Author Index vii

Executive Overview of Usability Engineering 1

Rex Hartson, Virginia Tech

Keynote - Usability Trends in Government 23


Bill Hefley, Software Engineering Institute

Cost-Benefit Analysis of Usability Engineering 41


Clare-Marie Karat, IBM

Making Sense of HCI/GUI Standards and Guidelines ~ 61


Elizabeth Buie, Computer Sciences Corporation

Success Stories:
A Usability Success Story at the Social Security
Administration (SSA) 77
Pat Stoos, OSDD at SSA

Focusing on Usability at the Federal Intelligent Document


Understanding Laboratory: A Success Story 89
Therasa O'Connell, PRC

TIGERS — A Successful Usability Engineering Methodology 99


Daniel Wallace, Naval Surface Warfare Center

Usability Engineering in Europe 125


Nigel Bevan, NPL

Using Usability Testing to Manage Risk 133


Carolyn Snyder, User Interface Engineering

Conduct Usability Testing! A Major Finding from a Study


of Commercial Best Practices 149
Pascal Gambardella, Computer Sciences Corporation

V
TABLE OF CONTENTS (CON'T)

Presentation Pag e

Usability Issues in Complex Government Systems 169


Donna Cuomo and Jill Drury, MITRE

Advanced Interface Design and Evaluation for


Navy Applications 191
Astrid Schmidt-Nielsen, Naval Research Laboratory

The Role of Users in the Development of Computer


Systems for the National Airspace System 205
Allyn C. Dillman, Professional Airways System Specialists

Needs Assessment/Open Forum 211


Laura Downey and Sharon Laskowski, NIST

Closing Plenary - Making Usability Work in the Organization 219


George Casaday, DEC

An European Perspective on Engineering Usability: the case of


the Italian IRS 239
Giannetti, Anna, SOGEI

vi
AUTHOR INDEX

Author Page

Bevan, Nigel
Usability Engineering in Europe 125

Buie, Elizabeth
Making Sense of HCI/GUI Standards and Guidelines 61

Casaday, George
Making Usability Work in the Organization 219

Cuomo, Donna
Usability Issues in Complex Government Systems 169

Dillman, Allyn
The Role of Users in the Development of Computer Systems
for the National Airspace System 205

Downey, Laura
Needs Assessment/Open Forum 211

Drury, Jill

Usability Issues in Complex Government Systems 169

Gambardella, Pascal
Conduct Usability Testing! A Major Finding from a Study
of Commercial Best Practices 149

Giannetti, Anna
An European Perspective on Engineering Usability: the case of
the Italian IRS- 239

Hartson, Rex
Executive Overview of Usability Engineering 1

Hefley, Bill
Usability Trends in Government 23

Karat, Clare-Marie
Cost-Benefit Analysis of Usability Engineering 41

vii
AUTHOR INDEX (CON'T)

Author Page

Laskowski, Sharon
Needs Assessment/Open Forum 211

O'Connell, Theresa
Focusing on Usability at the Federal Intelligent Document
Understanding Laboratory: A Success Story 89

Schimidt-Nielsen, Astrid
Advanced Interface Design and Evaluation for Navy Applications — 191

Snyder, Carolyn
Using Usability Testing to Manage Risk 133

Stoos, Patricia
A Usability Success Story at the Social Security Administration (SSA) 77

Wallace, Daniel
TIGERS: A Successful Usability Engineering Methodology 99

viii
Executive Overview of Usability Engineering

Usability Engineering:
Industry-Government Collaboration for
System Effectiveness and Efficiency

National Institute of
Standards and Technology Symposium

10 January 1996

H. Rex Hartson, Ph.D.


Virginia Tech

Department of Computer Science

Blacksburg VA 24061

Internet: hartson@vt.edu

540/231-4857
-v'-.;r,%:-*,.U(;;..->r?^.-
Rex Hartson,
Dr. H.
Professor of Computer Science, Virginia Tech
Executive Overview of Usability Engineering

Hartson: I'm really happy to be here. I see so many people that I know and have worked with in
different ways. It is always enjoyable talking with people who want to talk more and listen about
usability Always something good comes out of that.
and have various discussions about it.

Besides my current post at Virginia Tech, I also bring a background of engineering from
industry. That's an important aspect of what we're talking about here in that usability
engineering implies an engineering approach which does not mean blue star research, but time
tested techniques that have a proven track record.

Usability engineering is a way to get usability into products and it's also a way to know usability
has been achieved. This means being cost conscious. It involves ways to make it [products]
good enough and not necessarily achieve perfection. There are a lot of different approaches and
a lot of different activities and techniques in usability engineering as it exists out there today. In
this overview we'll take little snippets of things that are typical that you find out when you look —
into the ordinary usability engineering group and look at usability laboratories in various places
in operation already. In a way these are little snippets from the book that Debby Hix and I wrote
on developing user interfaces which we use in teaching short courses that last much longer than
the 45 minutes I have here.

These days I think there is less and less need to motivate the need for usability engineering, but
there is still a real need. A recent survey—and I don't know whether you know this, but this
symposium really came out of a CHI '95 workshop —and
workshop we talked about a
at that

survey that revealed that 94% of Federal employees use computers on the job. (Figure 1)

Motivation For Improving


The User Interface
r
• The need for usability . . , .
.

* 94% of Federal workers use computers on the job

* Half of those are new users (beginners)!

• The problem: hard-to-use, hard-to-understand user interfaces

• Computation vs. communication

• Functionality vs. usability

Figure 1

2
Almost everyone does and that in itself is not a surprising number. But, that same survey
showed that over half of those Federal employees were new at using at least one of the systems
they used and so usability turns out to be a really important aspect of it, but there's a problem.
Many of those systems that Federal employees are using are hard to use, hard to understand. In
other words, a lot of attention might have been paid to the software design for the computation,
but were the users able to communicate with the software? That is the real question. The
functionality might have been just great, but it's the usability that really gives you access to the
functionality.

Many people think of usability, especially software engineering people who are used to doing
things in formal ways, tend to think of usability as a kind of fluffy, vague kind of a thing, but in
fact it really is very tangible. (Figure 2) It can be quantified. It can be measured. Usability is

concerned with ease of understandability, speed of task performance, error rates during task
performance, and even user satisfaction. These can all be measured and in fact that's what
usability engineering is all about. More recently (and I really approve of this trend in usability)
usability in the large also includes usefiilness. That means not just talking about the user
interface, but being concerned with the system as a whole — that is how much utility it brings to
the user. It's easy to make a dumb-down system look simple, but then it really is not as useful as
it could be. So we're really not talking about just usability. The new ISO standard defines
usability to include efficiency, user satisfaction and effectiveness. Those of you who have
worked with me know that I can't do anything without some cartoons. The idea of thinking of
usability as user firiendliness or just a pretty design is the kind of thing you might do if you were
Dilbert. Dilbert says, "... but thanks to my leadership the new air traffic control system was
designed on time and under budget. Of course I had to
few comers, the big radar looking
cut a
thing is a wall clock, and most of the buttons are glued on." Someone comments, "Well, it looks
like it might be dangerous." Dilbert responds, "Great. I finish early and what do I get? Feature
creep!"

What is Usability?
• Usability can be quantified and tangible

* Ease of understandability

* Speed of user task performance

* User error rate

* Retention over time

* User satisfaction

• Usability-in-the-large includes usefulness

Figure 2

3
Usability would not have met so much resistance if people would what usability
realize that

really is about is meeting organizational goals. Now most organizations, whether they are
Government organizations or otherwise, have goals that look something like this. (Figure 3)
Increased user and organization productivity, both individuals and organizations want to be
productive. Decreased user training costs, big budget for training and decreased errors. No one
would argue with those goals. Yet for most of those 94% of the Federal workers who work with
these new systems, the usable interface on those systems is the thing that will have a major
impact on their job including meeting these productivity goals on the job. One mistake seen in
some government institutions (especially the military) is that training is used as a substitute for
usability and often with little success. It's easier to add on the end yet in fact it's a very costly
substitute and it's one where the cost keeps on going. A much better alternative is to build in
usability in the first place and that comes from usability engineering.

Supporting Organizational Goals

• Goals of most organizations include

* Increased user and organization productivity

* Decreased user training costs

* Decreased user errors

• A usable interface has a major impact on achieving these goals


• Training is a costly substitute for usability

• Ensuring a usable interface comes from usablity engineering

Figure 3

The evolution of good design requires a kind of attention to a couple of different things. (Figure
4) One is the product and one is the process, not really a new idea. The product in this case is
the interface itself. We're focusing on that part of the system — the contents, the human factors,
the guidelines, look and The process is how to develop that product. A significant
feel, etc.

cause of poor usability in the product stems from a lack of understanding of the development
process. Let's be clear by what is meant by development because it is a loaded word that means
different things to different people. Development in this context means user interface
development, but broken down into two sub-components. (Figure 5)

One is component which is the idea of the user interface


the development of the user interaction
design, but independent of the software that would be used to implement it. The second sub-
component is the the development of the user interface software which is a separate idea. These
things help look at interface behavior. There is a task view and the user's view and then there is

4
the design of the software that extenuates the user interface design. The reason for separation is
because the processes required by interaction development are separate and quite fundamentally

Ensuring Usability

• Evolution of a good design requires focus on at least two key elements:


* Product — the interface itself; content, human factors, look and feel, guidelines

* Process — techniques and methods for interface development

• A significant cause of poor usability in product is lack of understanding of proper


development process

COMPONENTS IN THE PROCESS

Figure 4

User Interface Development

Development of Development of
user interaction user interface software
component component

* Interface behavior * Code instantiating interaction

* View of user & * View of system &


interaction developer programmer

• User interaction development is separate from, and fundamentally different from, user
interface software development

• Different skills and abilities

• ISSUE: Interaction design is an iteratively evolving design spec for the interface

soft^vare

Figure 5

5
different from the kind of things used to develop software. Software development processes are
fairly well known and understood and they've been around a lot longer than usability engineering
has. It's hard to catch onto the idea that quite different skills and abilities are needed to develop
the interaction part. In any case what's evolving out of this is that the two are fitting together
nicely in an overall life cycle and development process and that the design that one comes up
with for the user interaction now is starting to be thought of as the kind of design spec for the
user interface software. The development activities for this part of the picture are what is

addressed in usability engineering — rapid prototyping, formative evaluation and usability, etc.
All of this should be done before starting work on the software or the interface and that's what
prototyping helps us do. (Figure 6)

"Star" Life Cycle

SYSTEMS/TASK/ ^
FUNCTIONAL/
USER ANALYSES
REQUIREMENTS/
DEPLOYMENT USABILITY
V SPECIFICATIONS
USABILITY
EVALUATION

SOFTWARE DESIGN& DESIGN


PRODUCTION REPRESENTATION
RAPID
PROTOTYPING

Figure 6

Figure 6 is Debby Hix and I talk about in our book.


a picture of the "Star Life Cycle" which
The idea was bom during a consulting job that Debby Hix and I did some years
for the life cycle
ago. In the late 80's while consulting for a large three-letter vendor to be unnamed, we were
studying the way that people develop systems, and thought this would help us somehow integrate
usability issues into the bigger development process. We noticed that this was a shop where a
top down waterfall method was mandated, but we also noticed that after people became
comfortable with us and through informal interaction, that they did their development a lot of
different ways— ^top down, bottom up, inside out, etc. But, when it came time to report what
they did of course they reported that they did the whole thing exactly top down because that was

6
exactly what they were supposed to do. The main point that we learned from this experience was
that development of the interface really couldn't successfully be done with an exclusively top
down kind of a process. So we developed this idea of a life cycle that looks more like a star
where the points indicate that one can start anywhere.

It is not necessary or practical to do one thing to completion before going to the next "phase."
Phases don't exist in the same sense as they do in the waterfall method. Managers like the
waterfall method because it provides an exact completion date for a phase. That date arrives so
the phase is done. When that phased is signed off, all the problems are thrown over the wall to
the next phase. The serious problems may start escalating out of control.

Evaluation-Centered
User Interaction Life Cycle
• Star life cycle is for interaction design, not software

• Star life cycle is support for

* Formative evaluation — empirical testing with users as design evolves

* Iterative refinement — design, evaluate, modify

• Rapid prototyping is vehicle for formative evaluation

Figure 7

As stated before, the star life cycle is a life cycle for the interaction design. (Figure 7) This is
not a software life cycle. It involves formative evaluation and rapid prototyping as the vehicle
that provides life to the cycle. Iterative refinement is important to the design which is the thing
that really leads to the first glimpse of the product. The first key issue is the product or in other
words the user interaction component. (Figure 8)

There are guidelines and principles out there for the user interaction component. It turns out that
for many years these things have been in the literature and people haven't paid too much attention
to them. There's a nice set of guidelines for text based interfaces in the Smith and Mosier report,
but that's a very old report and I don't expect it to be applied to the graphical user interface (GUI)
world. For GUI's we now have style guides that in a sense have taken over, but the style guides
are not enough. Use or application of a style guide does not guarantee usability. There is not as
much attention in those style guides as there were Those principles and
in the old guidelines.
guidelines get at fundamental design issues that in fact would be design issues in almost any kind
of interface, such as consistency, real world metaphors, making sure that we at least
accommodate what we know so far about human cognitive limits like short term memory limits,
how to compose messages, how to use color (which we really don't know too much about yet),
screening layouts and that sort of thing. Additionally, these style guides contain certain general
guidelines about how to use menus and buttons and other kinds of widgets.

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That was the product now the process is something that we're still working on even though we
already have quite a bit that's well established. (Figure 9) That's really the major emphasis here,
There is a lot of research aimed at developing new techniques and methods, but because well-
established techniques exist, it's not pie in the sky research. It's a process that's been proven to
work. It's an iterative user-centered design done early with continual involvement of users and
user representatives and lots of up front analysis — user analysis defining what your user classes

A Key Issue in Usability


• Developing the product — the user interaction component

• Well-established guidelines, principles exist to help produce a more usable interface

* Consistency

* Real-world metaphors

* Short-term memory limits

* Message composition
* Use of color
* Screen layout

* User locus of control

* Designing for user erros

* Cognitive and physical affordance

* Task thread continuity, etc...

• Well-established rules for use of interaction styles also exist

* Menus
* Buttons

* Fields in a form, etc...

Figure 8

are, task analysis, functional analysis, usability specifications (which are quantitative usability
goals that you can then test to find out whether you have met them), and of course rapid
prototyping to support it all. Formative evaluation is the final step where you get to see the
results of your labor. But, this usability engineering is not just user testing. A lot of people think
of usability engineering as just what is done in the usability lab, but it's all the things done to
build up to that point which enable people to take advantage of the process.

Well, what are these usability specifications? (Figure 1 0) I stole a line from the software
engineering world to build my slides. Ifyou can't measure it you can't manage it, and a lot of

8
what we're talking about here really is management. It's managing the process, and it's also
managing the process as usual within budget and within schedule constraints. Usability
specifications are very practical items. They are operationally defined. They are defined in

terms of the real tasks that users perform the representative tasks. These are called benchmark
tasks when used to form base comparative measurements, i.e., user task performance time or
error rates. Two important tasks to look at are representative tasks (examples of what users
really do),

• Understanding the user interaction development process — the techniques and methods
for producing a usable interface

• Well-established methods exist for user interaction development

* Iterative, user-centered design

* Very different from "waterfall" model

* Early and continual involvement of representative users (and users representatives) in


the interaction development process

* User/task/functional analyses

* Usability specifications (metrics)

* Rapid prototyping of interaction design

* Formative evaluation of interaction design

• It' s a complete process, not just user testing

Figure 9

and of course mission critical tasks. Mission critical tasks may not be representative in the sense
that they are actually carried out, but when they are, it is important that usability supports the
user when performing that task. We can measure objective measures like user performance, the
time

9
Quantifying Usability

• If you can't measure it, you can't manage it!

• Usability specifications — operationally defined, measurable goals, used as criteria for


effective and efficient user interface

* Based on:

- benchmark tasks

- representative tasks

- mission critical tasks

* User performance (e.g., time, errors)

* User satisfaction (e.g., questionnaire)

Figure 10

and errors, and we can measure subjective measures such as user satisfaction via questionnaires
and the like. These usability specifications are then applied in the formative evaluation — ^testing

in a usability lab with representative users or in other words, user based assessment of usability.
(Figure 1
1
) Testers tend to get as many different kinds of people as possible, but it is important
to get representative users because they provide an awful lot of information. Also, if it's feasible,

bring in the occasional HCI expert. Many of the organizations represented here today already
have people who are usability specialists. Bring them in and have them help with the evaluation.
It is possible to do your own evaluation in various settings, but the most comfortable place to do
it is in a usability lab if available. What's the advantage of the usability lab in doing this kind of
testing? Anybody? Control, right. OK, and what's the disadvantage? Control, right. One
advantage of having the control is that all of the tasks are set up, the users are isolated and
nothing interferes. However, that kind of control doesn't make it a very realistic environment for
the task performance and so sometimes it's nice to get the measurements out in the field in the
users' context.

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Formative Evaluation
• Evaluation - early and continual

• User-based assessment of usability

* Representative users

* HCI experts

• Various settings

* In usability laboratory

* In the field

• Two kinds of data

* Quantitative

* Qualitative

- Critical incident taking

- Verbal protocol taking

Figure 11

Testing produces two kinds of data —


quantitative data (which we have already looked at) and the
qualitative datawhich is very important in determining what the usability problems are and why
there are problems. The qualitative data tend to tell us things about why users have trouble,
where they really have trouble, whereas the quantitative data tells us that there is a problem and
that we need to fix something in order to meet our usability goals. Two of the more common
sources of qualitative data are critical incident taking and verbal protocol taking. Critical
incident taking is simply watching for events or occurrences during the user's task performance
that imply or indicate some kind of impact on usability. It might be good or it might be bad, but
a place where they have trouble, hit a snag, or a place where they get held up —anything like

that —might be considered a critical incident. And, usually underlying a critical incident is some
kind of a usability problem. Also verbal protocol or the encouragement of talking out loud is

very helpful to know what's going on in the mind of the user when they are just sitting there not
knowing what to do. We want to know what they are thinking about it. Of course audio taping
helps support the post talk gathering and analysis of this kind of data.

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Analyze Data
• Determine if usability specifications are met

• If not: identify interface problems and solve in order of cost and effect on usability

• Cost/importance analysis — to determine which design changes will have greatest impact
on usability

• Impact analysis — determining which problems most affect usability

• Cost/importance analysis — determining which problems, when solved, will give


biggest improvement to usability for least cost

• Engineering: achievement of specifications, not perfection

• Provides essential management control for iterative process

Figure 12

The first thing to do after seeing the quantitative results is to decide if the usability specs were
met. At that point, if they are it's usually good engineering judgment to declare a success for this
version and go forward with planning the next one —even though lots of usability problems may
still exist. Again it's an engineering activity to identify the interface problems to be solved. The
important thing is to try and get them ordered or ranked in some way by both cost and severity or
importance. There are ways to assign both cost and importance. The idea is to solve the ones
that are the most important and the least costly first to get the best bang for the buck. This is

critical because almost always resources run out before all the problems are solved. So again this
is an engineering pursuit. We want to achieve the specifications. Sometimes resources are not
even available to do that, but as Astrid Nielsen is fond of saying, "whatever you do is better than
doing nothing." Remember we are not looking for perfection but minimization of problems.
This point is about management control and is really important because in any of these iterative
processes, the star life cycle and all of the iterative processes for this part of the development, to
a manager mean what? means going around in circles, right? Managers don't like to
Iteration
talk about processes going around in circles. They don't have that phase to sign off on. They
don't have a delivery date that they can say it's done.

So what we need now is another way to manage process, another criterion for when we can stop
iterating. During the late 80's the Bureau of Land Management (BLM) was in the planning

stages for a very large geographical information system. At that time they were talking half a
billion dollar budget and ten calendar years for the schedule. It was a system that would be used
by lots of people in the US Forest Service and the Bureau of Land Management across the whole
country to manage natural resources in lots of different ways. We got a call from a man called
David Rupert. I don't know if he's by any chance here in the audience. I lost track of David a . .

12
long time ago, but this was back in 1989 and I wrote him down here as a real usability hero
because basically he was the one lone voice crying in the wilderness in BLM. (Figure 13)

A Usability Success Story


• The Bureau of Land Management (BLM)

• Very large geographical information system

• David Ruppert - real usability hero at BLM,


• c. 1989

* Fought for usability when it was unpopular


* Tired of old way of doing business

* Wanted to head off situation by including RFP requirements on the interface


development process

• The outcome?

Figure 13

He was in charge of the user interface, but he took that as a serious mandate to also be in charge
of usability, which is not really what his bosses had in mind at the time. No one else there,
mainly software developers, really had an appreciation of what usability was or what it's

importance was. Yet they were planning this enormous investment into this system that would
be used by all kinds of users over a long period of time. So it was a huge investment. By the
time we got there to help with consulting, they had already identified 33 different user classes
and actually had defined classes from managers to people in the field. It is easy to imagine the
different kinds of usability requirements that might come out of that. Well, he was fighting for
usability at a time when it wasn't so popular, but he was tired of the old way of doing business.
The whole project was getting to the point where we were writing RFP's and we were going to
go out on the bricks and get people to respond and to send in bids. He was very concerned that
the standard scenario was going to be played over yet one more time that is somebody's going —
to win the bid and they are going to promise some usability, but they don't know what it means
and neither do the people that are paying the bills. So they will go off and two years later come
back with a system and it will not be usable.

So what happens now? Well, there's only one thing really to do and that is to invest more. They
are the only people now who are capable of fixing it. The project gets into this kind of iteration,
but it's an unplanned iteration that goes on until either time or resources run out. So what he
wanted to do was to head off that situation by including something up front in the RFP that
forced the hand of the people who were writing proposals to prove that they knew something
about usability. We didn't want to build in any requirement for a specific usability technique
because we knew that over the next ten years things would change in the usability area.
However, we wanted (at least) the RFP to force people bidding on this to prove that they had in

13
place some sort of usability methods and would therefore know a little bit about actually
producing this usability that was so easy to promise back in those days. It turned out to be a
pretty good success in that at least that did get in the RFP and the vendors were very responsive.
The vendors that did know about usability were relieved to see that, because they were tired of
competing against other vendors who didn't know about it, and, of course, on a cost benefit basis,
it's difficult to prove the benefit. Basically, they are talking about providing more and competing

with people who are providing less, and it's difficult to do that cost effectively.

Cost Justification Of Usability


Can we afford to include usability engineering in our system

development process?

• The answer is that usability engineering does not add overall cost, for two reasons:

* Usability doesn't add as much development cost as many people think


* Usability saves many other costs

• Added costs is confined

* Reality: Interaction development process must be iterative — cannot get it right the
first time

* But interaction development is small part of overall system development

• Rest of development — user interface software and other application software — is not
necessarily iterative

' Figure 14

People often ask me how did that all work out, and the answer is I don't really know entirely,
because we lost track was a consulting job and we didn't stay on it for a long
of those people. It

time. But, interestingly enough, a few months ago I got a call at Virginia Tech from somebody
in the Forestry Department. They said we just got a contract to develop an expert system for (I
think) landscape architecture for making things look pretty after strip mining, cleaning up after
some kind of a intrusion on the environment. They said we know how to do the things involved
in getting production rules for landscape architecture and the forestry part, but there's this thing

in here about a user interface and I said, "Gee, did that come from the BLM?" and they said,
"Yeah, that's it." It turns out that it was same thing which still had life coming back at me
the —
many years after we were first involved. would have to say that was a success. Somehow it
I

worked, and I think it will be true more and more for vendors or contractors or those people on
the government side who deal with contracting.

More and more contracts will be awarded based on whether people can demonstrate awareness
and demonstrate a knowledge of usability engineering. Some contracts will be denied on that
same basis. A recent Roanoke Times article (week of February 19, 1996) was about a system

14
being developed in the State of Virginia. It didn't give a lot of technical details, because it was a
short newspaper article, but it was about a system that was being developed for the State of
Virginia to streamline welfare applications. Apparently, the system was such a bust that the
Virginia State Police are investigating the system developers. In fact, they were even looking
into the possibility of criminal charges. Apparently, the system was that bad. The heading of the
article in the Roanoke Times cited the main problem as, "usage was awkward, inefficient and
time consuming." It is obvious that people were very concerned about paying money to develop
that system and then receiving a system that was unusable. That's a tell-tale story of the times.

A lot of people ask about cost-justifying usability. Clare-Marie Karat will give details on this
later, but let's look from a general perspective. (Figure 14) Some people may ask, "Can we
at it

afford to include usability engineering in our system development process?" The real question
is, "Can we afford not to?" That may be trite, but it is true. I think the most important thing we
can say about cost with regard to usability engineering is that it does not add to the overall cost.

There are two reasons why. First, usability doesn't add as much to development costs as many
people think, because it only really affects a small part of the overall development life cycle.

There are a lot of other things that have to do with developing interactive systems that don't have
to do with this. Secondly, usability saves many other costs, and much more than put into it by
including usability.

Cost Justification Of Usability


• Poor usability is costly; good usability is all about saving cost

* Costs of hardware and software vs. costs of "personware"

* Costs of development vs. costs of operation

- Development costs are mostly one time, while operational costs accrue for years

- Cost/benefit scope must be broad enough to include usage, as well as training, help
desk support, etc.

Figure 15

So let's look at the first reason, essentially that the usability engineering cost is really confined to

a small part of the development process. It is true that the interaction development process must
be iterative. We cannot get it We never will be able to because we're dealing
right the first time.
with an infinite number of possibilities. We are working with human beings, and their behavior
and their performance is not really predictable. However, the interaction development is a very
small part of the overall system development. I like to think of it as sort of onion skin shells of

development processes in the big overall life cycle. We have the interaction development
together with the user interface software development which has it's own little life cycle. Then
we have the overall software life cycle and the even bigger system development life cycles,
systems engineering and all kinds of other things that people worry about including the hardware
aspects. Usability engineering activities do not affect all these different parts of development.

15
just the interaction development. That's what this point is, and, of course, again in order to make
that pay off work, you really have to work with prototypes. If we wait until the whole thing is

put into software (as a number of groups still do), we don't manage to get that leverage. (Figure
15)

The second reason is about cost savings. I make the claim that poor usability itself is costly, and
can we afford to have that? Good usability is all about saving costs. In the old days we worried
mostly about the cost of hardware; then software became the main cost of producing systems,
but now we have to look at the cost of personware and that's really the cost of usage and other
people issues associated with the system. Think about the cost of development versus the cost of
operation. Development costs accrue mostly at one time. If the system has a long life after that,
operational costs, which of course include maintenance, accrue on a continuing basis. The
problem with cost benefit analysis in this scenario is that most people don't pass the scope
broadly enough to consider all of the costs and all of the benefits. In fact it's one of those areas
(since we are a kind of enabling technology) where in fact the cost and the benefit can be quite
far apart from each other. We have to think more globally if we are going to do useful cost
benefit analysis. Think about usage and training. One of the problems in the scope problem is
that very often one group pays for the development and another group pays for the usage, but in
fact the government has one advantage over the rest of the world in that users are also the

government's employees. Government software systems are not generally produced for the
marketplace which places government in a position to make back some of the costs. (Figure 16)

Cost Justification Of Usability


• What costs the most:

* Finding a design problem early or late in development process?

* User-based tasks that are quick, efficient, and accurate, or error-prone tasks that take
more time?
* Confused users, or confident and competent users?

Figure 16

Here's the question. "Which of these things costs the most: finding a design problem early or
late in the development process?" We've heard that one many times. The traditional rule, rule of
ten, is if a problem is found that costs a dollar while still in the design phase, it might cost ten
dollars after code is written for it, and it might cost a hundred dollars if found after it's been
deployed in the field. Do we want user-based tasks that are quick, efficient and accurate or do
we want user tasks that are going to take more time? That's really what we're talking about when
including usability — ^that kind of trade off Do we want confused users or do we want confident
and competent users? That's the question of which costs the most. (Figure 1
7)

16
Cost Justification Of Usability
• Development savings from usability in process

* Save high software maintenance costs — the cost of trying to get it right after release

* Much is gained that can be re-used

* Can even save implementation costs

• Costs sidestepped in development often show up as higher costs to be paid in system


usage

• Usage savings; even more significant if users are your employees!

* Save operational productivity costs


* Save user training costs
* Save costs of user errors
* Save costs of database errors
* Save costs of help desk and user support operations
* Save intangible costs of employee dissatisfaction

Figure 17

Usability gives added value to a product every day that it's used. First of all, we can actually get
development cost savings from having usability in the process, especially if we include

maintenance as part of the development cycle. High maintenance cost often results because of
usability problems. We may think of them as sort of software problems, because the system has
already gotten to the software stage by that point, but they really are usability problems that
could have been prevented before this point.

At Bell Telephone, the use of a prototype with real users revealed that one large component of
the fiinctionality that was planned for the system was not wanted or needed by the users. This
allowed them to eliminate further design and all of the associated software production. They
would not have learned this if they hadn't done some prototyping with real users first. Cost,
side-step and development often show up as higher costs to be paid later in system usage. This
is especially true in the government. These usage savings are more important if our own

employees are the ones who are the users. Usage savings include operational productivity costs,
user training costs, cost of user errors and data base errors. In the government, there are a
number of very large systems with very large data bases and lots of transactions going on in the

data base area. Think about the cost of an error that slips through and later on it's discovered and
has to be fixed. Think also about cost at the help desk, user support operations and even the
intangible cost of user satisfaction or dissatisfaction. (Figure 1
8)

17
Cost Justification:
A Simple Example
• For a -large distributed system:

Users: 75,000

Average transactions/user a day: 20


Transactions/day: 1,500,000

User time per transaction: 5-20 minutes


Average time saved per transaction, due to improved usability: 30 seconds

Average fully-loaded hourly rate: $25.00

• Saved per year


- 75,000 users * 20 trans/user-day * .5 min/trans

230 days/yr * $25/hr * I hr/60 mins

= $71,875,000.00
• Other savings: user training, help desk

• Regardless of what usability engineering cost for this product, payback is enormous

Figure 18

Let me give you a simple hypothetical example from one of the places that we do short courses,
the Social Security Administration (SSA). We have a number of people here fi-om SSA and
we're going to get a talk from Pat Stoos from the Social Security Administration later on. We
just made up some of these numbers. They are actually probably conservative compared to some
of the things seen in one of these large systems. We begin with 75,000 users spread all over the
country and maybe let's just say only 20 transactions per user per day. That means about one and
a half million transactions, and let's suppose that the time that it takes to do these transactions
may vary from five to 20 minutes each involving, for example, getting user client records into the
data base system. Suppose that we can only save due to improved usability and again I'm being
conservative because we can only knock 30 seconds off that transaction on the average. If we
take a rather low number like 25 dollars or a fully loaded hourly rate and ifwe multiply all that
out per year, all those people and all those transactions per person and so on, we get a number
that's kind of interesting, 71 million plus and that's just for this one little case, this one little 30
seconds we shaved off due to improved usability. We can understand from this at least on large
systems that have lots of users that we really are talking about real economics here. Whatever
the cost of usability engineering it's not going to even approach that figure that's for sure. But as
Dennis Wixon said recently in one of his E-mail messages on the U Test mail server, wouldn't it

be nice if we no longer had to even talk about justifying the costs of usability? (Figure 19)

18
Cost Justification Of Usability
• But won't it be nice when we no longer have to justify "costs" of usabihty"?

• When have you heard anyone ask: Can we afford costs of designing data structures,
implementing algorithms, doing quaUty assurance, etc.... ?! [Wixon, UTEST
communication, 1991]

Figure 19

He asked in this mail message when have we heard anybody ask can we afford the cost of
designing data structures or implementing algorithms or doing quahty assurance or all the other
things that we now have rolled as a sort of normal way of doing business. If we think back over
the history of system development, people had to fight for all these ideas. People had to fight for
software engineering for structuring programs as part of being competitive.

On a recent plane ride, I came across an isue of Business Week. It had on the front cover,
"productivity to the rescue;" technology is transforming American economy into the most
productive in the world and the result —higher living standards inevitable. The whole issue was
devoted to why we are going to basically regain our place in the world marketplace and why
things will be great from an economic view. I like that idea, but I am also leery about the idea of
just throwing technology at problems, because I think a lot of us in the field know that that
doesn't always solve the problems. The single most important factor on getting this promised
productivity out of all that technology really is usability and that's where usability engineering

comes in. (Figure 20)

So, I'm going to close with this one summary statement. Remember this from this morning's talk
if you remember nothing else. Users will evaluate your interface that much is sure. If we can do
it in an orderly and structured way so that we can take advantage of the results of the evaluation
to make the system better, then that only makes good cost sense. Thank you.

Questions?

Female: You mentioned that we don't know that much about color.

Hartson: OK, the question refers to the point I made about our not knowing all that much about
the use of color in interfaces and the question is sort of what do we know and what do we not
know. Well there are a number of guidelines out there that most designers are aware of not to
use light blue on a semi-light blue background for text, for example, because it's difficult for
humans to perceive blue. It's one of the colors that our rods and cones are not very well tuned to.

A very small percentage of our color sensors are tuned to a pure blue, but of course there are
things about color contrasts that have the same relation to the idea of contrast in a black and
white design. It's the idea of not trying to read a stop sign with the sun behind it because it

makes your eyes drop down so you can't read the sign and also there are rules about not using

garish, bright day glow colors because although it might be fun at the beginning somebody
sitting there for eight hours working in front of the terminal would certainly have eye fatigue

19
.

before the day is out. So there are some simple guidelines like that, but in fact we know really
very little about the cognition and human perception of colors, especially of color and shape and
other graphical devices like that for encoding data, using color as a way to convey meaning for

example. Of course there are also problems in the fact that there are fairly large individual
differences in the perception of color, especially among people who might have color deficiency
in their vision. When we were walking up the hall we were looking for the auditorium, and I

don't remember I guess it was Bill Hefley who was saying it's either in the green or the red and
we were trying to figure out whether green or red came after blue or before orange, that sort of
thing. It's difficult to encode meaning like ordinal meaning, which is what we needed to find the

auditorium in a name of a color. There is one kind of problem.

SUMMARY

Users will evaluate an interface


sooner or later . .

Let's have them do it sooner, so

that results of evaluation can help

ensure usability of the interface.

Female: There's part eight of Article 9241 which is about color and the forthcoming ANSI
standard on software user interfaces will have a section on color. That will be out in about a year
or two.

Question: Why do we call it usability engineering, and what is its relationship with software
engineering?

Hartson: OK. Well that's a very good question actually. The question was why do we call it
Usability Engineering and what is the relationship with software engineering. The answer to the
second one is about another half hour to an hour talk that we normally give in the short course.

20
but I'll try. Let me start with the first one. I think it's a good term because, and this is just my
own personal opinion, the way I saw human computer interaction developing ten or fifteen years
ago was first as a research topic which is not surprising and 1 saw a lot of people on the cognitive
psychology side thinking that it's sort of like the seven blind men and the elephant thing. They
were looking at human computer interaction from a cognitive view and thinking that's what it
was about and then the software engineering people were looking at it from a software tools and
user interface management systems and thinking about it way
just a to produce code for the user
interface. In fact neither the software people understood the human aspect nor the psychologists
really understood anything about the constraints and problems in the software world which were
significant. I think usability engineering is a term sort of helping to bring those two worlds
together on a practical basis and de-emphasize the research which is still going on and will help
us later on, but it's not what's going to help us immediately. The relationship with software
engineering, well without some overheads to show that, basically I see some parallel embedded
life cycles and the interaction development process is one that lives inside other bigger
development life cycles and if you draw out the software engineering life cycle you go through
systems analysis and domain design and software design, software momentation, casting and that
sort of thing. If you use that same life cycle concept for the interaction development it's a loser
because you wait until the end until you have the software done and then it's too late to do
anything. So that's why rapid prototyping in this formative evaluation is a nice short cut to all of
that up front. That's the closest I can get to that in the short time we have. I think it's time for the
next speaker. Thank you for your good questions.

Downey: We're happy to have Bill Hefley here from the Software Engineering Institute at

Carnegie Melon to give our keynote address on usability trends in Government. Bill.

21
Usability Trends in Government
Bill Hefley

Human-Computer Interaction Institute,


Software Engineering Institute, &
Dept. of Engineering & Public Policy
Carnegie Mellon Uiuversity
Pittsburgh, PA 15213 USA
Mr. William E. Hefley, Senior Member of Technical Staff,
Software Engineering Institute, Carnegie Mellon University
Keynote: Usability Trends in Government

I'm going to start by breaking all the rules and come back to both of those questions. One of the
points Rex didn't make about your question that I have trouble with is that there is a percentage
of the male population that have color vision problems. Now Iyou red or
can take a test and tell

green so I don't have red/green color blindness which is the one that's most common amongst the
gentleman. But, I can't look at the patterns. Have you ever seen the visual tests where they give
you the patterns and you're supposed to say this is a helicopter or this is a tank or this is
whatever? I can tell you the colors of every dot, but I can't tell you what the pictures are. So we
look at things like that and then we look at our guidelines and it says, use red for alarms. Well
which percentage of your population can't see that? So there are some things to be wary of. The
other question about engineering I want to touch on as we get into the talk a little bit, but there's
also some bit of where we're coming from and where we're going embodied in that.

I have the distinct pleasure of being up at Carnegie Melon where we have both the software
engineering institute and the HCI institute, and since I am one of these people that straddles both
fields, I'm associated with both institutions.

I came out of industry before going back to the University setting so I have built systems for
everything from real-time shop clerk control where our average users were grade school and
high school educated, to systems that were designed to be operated and then thrown away for
only seven days on orbit where we have very highly trained skilled Ph.D. level users who are
flying in the shuttle orbiter. This background gives us a glimpse into the tremendous range of
people that we design for in different applications. I'm going to talk about usability trends, but
we'll also look backwards at where we've been and how that shaped where we are and where
we're going.

The topics for this talk are: heritage, commercial practices, why focus on people and usability,
future trends and insights. Why do we care? Why do I want to focus on people and usability?
We'll discuss some of the future trends and where we're going, and then I'll add some insights
from my last 20 years of experience — at some of the things that I've seen in terms of what's
really been effective for us.

Let's look at the heritage topic first. How many of you are in the product development cycle
where you ship a new product to be on the shelves every Christmas or twice a year in the mass
market? How many of you are in the world where you build systems and you deploy, and they
tend to be there for a while? What are the contrasts between those two environments? In the
first, we can rapidly make product improvements. This year's model is always better than last

year's model or it has more features.

I hope I don't offend my host. We were laughing as we came in this morning looking at all of the
things on the sign post for what NIST does and one of the comments was, "Oh, that's the

24
building over there where the VCR programming is done. You know, the rocket science is over
there and VCR programming is there." VCR's are something we poke fun at, because they have
usability problems galore, but they've changed over time and they've gotten smarter or they've
gotten more features built into them. They are rapid turnaround. Some of my systems, just now
m the last year or two or three, are going to operational testing, and I've been at the university
now for nine years. So the things that I was responsible for (designing windowing systems) ten
and twelve years ago are now just starting to go out to the field. That's a long life cycle. Heads
are nodding. You know it's a slow world, but "we don't get no respect."

m
Topics 1^

Heritage
o
Commercial Practices P
Why Focus on People & Usability? ^
Future Trends I
Insights m

Figure 1

The classical human came out of the psychology world primarily, then got
factors in engineering
into user testing. This is wherewant to come back to a previous question, testing after the fact.
I

There's always the claim about too little too late. After we knew we had a problem we brought
them in to fix it for us. Part of the issue with usability engineering is trying to communicate that
there's some contribution that can be made up fi-ont as part of the engineering process. Some of
us have been publishing papers and writing about that and some of the software world for several
years have been pushing that there really is a contribution that can be made for interaction
design. At the same time we're doing things like data base design and software design. Whose
on first? Who are we buying for? Where are the cost trade offs accruing to? Are you being able

25
to design systems for our users? Is it for the developers? Or in some cases is it the procurer?
Program managers get rewarded for delivering systems on time, not for delivering systems to get
fielded.

I was teaching a course last week on Web site design and one of the students in the class said, "I
went to a site the other day, and I really didn't like it, because [when] I got to the point where I
could download a form, they told me not to use the form. [It was] printed right on it, "Don't use
this form for real use." We decided that would be a good example to go to as an example for the

class. So we went to the site. The site was www.irs.ustreas.gov and the first page is beautiful.

They've had a graphics artist do that page, and it looks like a newspaper headline that we've
never seen. It has colors; it has this; it has that. It has a ticker tape that scrolls across the
bottom. We never got past that. It has these stories —
that I'm not sure how they relate to any

kind of real use for what you might want to get from that site —
but when we finally found the
menu, it was about six lines of text at the bottom and it was two or three or four options per line
depending on how many would fit on a line. There might have been a bullet or a dash between
the options to separate them, but the truth was they weren't readable without sitting there and
scanning each item. They weren't easily separated. They weren't grouped in any way that made
sense. We gave up and couldn't even get back to finding that form. So in this case, the procurer
or the developer got their wiz bang, it looks good, it's wonderful and they got the beautiful site,
but as users we were left out in the cold and couldn't get to it, couldn't find what we wanted.

1 —

Heritage

Long development/ O&M cycles


The 'Legacy of the ''ilities'"-we don't get
no respect
Who's on first?-users vs. developers vs.
procurers
Rigid /incomplete specifications-little or no
usability specified
Rigid /incomplete development process
architectures -little or no usability practices |

Figure 2

26
Next, let's look at complete specifications. I had a contract a few years a go that required me, as
the lead for the user interface efforts, to write an interface control document for the user
interface. I was pretty enlightened. I had to describe the physical, electrical, pneumatic and
hydraulic interfaces to my
Look around, how many of you have electrical interfaces? Any
users.
of you have pneumatic interfaces? 1 want to talk to you afterwards. This was an impossible task.
Clearly, somebody had thought about usability and had built it into the contract, but not in a way
that we could deliver. Not in a way that would guarantee that the system when deployed would
work and be usable.

Another example, and this is the counterpoint of Rex's where he saw a good example. I was
asked several years ago to review anRFP for the usability and HCI aspects. While reading
through came across a puzzling document. At this point, I had about 1 1 years in the field
it, I


and here was this document I just didn't know what it was. I checked all of my standard files.

Commercial Practices
Software design vs. software
engineering
Usability engineering
Design formalisms
Usability testing/heuristic evaluation
On-line help/ wizards

Figure 3

and I couldn't find it. I checked my group's standard files, and I couldn't find it, and I called the

corporate library and said, "Can you find it forme?" About three days later, they called me back
and said, "We'll have to get it from off site storage if you really want it. Are you sure you really
want it?" I said, "Well, my customer is calling it out in the draft RFP that we're reviewing so

27
they must want it. We know usability is a concern to them." This is a system that had a very
long life. The original system was probably fifteen years old, and they've gone through a number
of mods and upgrades. They told us their last three upgrades were absolute disasters.
Technically they worked. They met every functional requirement. They just couldn't use the
thing. It just wasn't usable. Usability was a concern for them so I said, to the librarian, "I know
that this is important. My customer is telling me usability is a concern. Please find that
document for me." Well, they called me back again, "Are you sure you really want this? You
know that document was superseded in 1969." Here they were fifteen, sixteen, seventeen years
later still calling out an old specification that was out of date. It was in their boilerplate, and they
were carrying it forward, because they knew they wanted something like usability, but then they
were telling me that they didn't know what was wrong with their process, and they didn't know
what was happening, but the systems they were buying just weren't usable. They just didn't
understand the problem.

Tied into the art/process architecture issue is what process were they expecting their contractors

to use? What process did they have for insuring that usability was part of their practices? They
either didn't have one, or what they were expecting they didn't understand what they were
getting, i.e., pneumatic interfaces, hydraulic interfaces, etc. So this is some of where we come
fi-om and some of the issues that have driven us to where we are today.

What's happening in the commercial world? Let's start with two buzzwords. There is this


buzzword about software engineering building the system right. Lately there's been a lot of

commercial world about software design building the right system. Allan Cooper
talk in the
who was the gentleman who built Visual Basic (or the father of Visual Basic) has a book out
that talks about software design. It's really about usability engineering. It's about designing
usable systems. What's happening there? I'll few minutes. One of the
talk about that trend in a
things he's driving at is there are more and more systems that are really being used by real
people. Think back to your first computer. Mine had the extended memory, I had 1 6K. It sat in
a little air conditioned room on a raised floor. It had less computer power than probably is in my
watch today. So as the technologies change we push things out from those arcane temples to
where we all have that kind of computer power on our desks.

More people are using the systems and that leads us to this discussion about usability
engineering. We really are seeing cases where organizations are taking and trying to apply
usability concepts. Many are kin to what Rex was talking about this morning as part of their
standard way of engineering and designing systems. Design formulas is another area where
we're seeing some wins. There was some work done at Nynex just in the last few years where"
they actually built a model of the proposed system before they built the real system —looking at

the number of transactions they had much akin to what Rex showed and it was something on the
order of eight seconds per transaction or fifteen seconds per transaction or something on that
order. When we multiply that out by the number of directory systems or operator assistant calls
that are made, the impact to them for one design versus another was something on the order of 8
million dollars in actual labor costs per year.

28
So did their design have any impact? Sure it did, but the impacts weren't accrued to the
developers. They were accrued after the operating units. With one trade off in the design of the
interface they were able to save quite a bit of money. Usability testing and the evaluations that
Rex talked about have been a tremendous amount of work in the last few years on things like on-
line help. Partially it's that Band-Aid. Partially, it's that thing that helps us, but also the other
thing that's happening is it's forcing us to start looking at what are the user tasks? What do they
need to know up front? There is some synergy between the on-line help work and some of the
design work that's going on.

Why do we care? Why should we focus on people and usability? There are three things that I

want to touch on as trends happening across the community today. The first is demographics.
We have touched on that a bit. The second is just general awareness and also a second order
effect —something that's masked, but we're starting to see a tremendous impact of.

We've number of people that have computing resources available, but


already mentioned the
didn't have in the past. Also besides the IRS site, here's another example. The State of
Washington has developed something called WIN, the Washington Information Network. This
is a kiosk-based system. They are delivering services out to constituents. When I met with the

director of IT recently up there in the State Capitol of Olympia, they were actually able to show
things like the number of forms filled in, number of jobs where constituents have been matched
to jobs and have been employed as a result of using the kiosk. Instead of having to walk into an
employment office or a deployment office, they are serving over 200 thousand users a year, and

29
1

Awareness -
New OS productivity studies-Apple vs. I

Microsoft
Usability ratings in trade press product
reviews
Success of ACM's interactions magazine

Figure 4

these are everyday, regular people. We're not designing for those Ph.D.-level folks that are
going to fly in the Orbiter. We're designing for Joe Average, Jane Average that comes in off the
street, walks into the shopping mall and is using this kiosk touch screen right there wherever it is

that they happen to be. They are delivering services cost effectively. This is another way of
looking at that cost savings issue, because that person using the kiosk is not using a live person
in an office somewhere. They are not tying up an individual delivering service in an office
where there is the cost for that person, the cost of the facility, the cost of having to be there, the

cost of having the lights on, the heat on, etc. So we're seeing that the audience is changing. The
people that are using the systems are changing — 94% of Federal users, as opposed to what used
to be a few of us who could touch the computers. Is the world aware of this?

How many of you saw this month's PC World magazine? There was an article in there about
Win 95. Win 95 is the big issue for a lot of people right now. Part of their evaluation is they've
looked at productivity. They looked at ease of use. They looked at how easy it was to perform
functions —how easy it was to get helper information from the Mac and from the Apple. Some

30
of the trade publications now rate ease of use as part of their product reviews. The ACM has
launched a magazine in the last two years called Interactions and it's focused on the usabiHty
engineering, the design, the user interface design community.

Awareness - 2
Increasing customer demands
(product appeal/usability)
Success of commercial usability
practices
Trends toward adoption by government
of:

>- commercial practices


>- best practices

Figure 5

That magazine has been very successful surprising some of the people that were involved in the
activity, because there was a demand for it. There was interest in it and it met all of it's goals in
the first two years. So there's a growing awareness, but along with that our customers want
more.

They want product appeal. They want the usability. They want something that works. If a
person can't find those tax forms will he or she go back there again — if the product doesn't let

them do what they need to do? The number one concern on the Web right now, the biggest user
concern, is they can't find information. If people can't find information are they going to go back
to those sites? What kind of a problem is that? Is that a technical problem? No the bandwidth is

there. Some may be skeptical, but we have a connection, the connection works. It's not the
connection falling apart; it's the usability, the search engines, the technology that's there for
finding the information, presenting it in a way that can be used. That's the primary breakdown
people are seeing.

31
ss

Second Order Effects 1


i

Emphasis on software process


improvement 1

^ i
SEI Capability Maturity Modef
>- Repeatable Maturity Level (ML2)-basic
management discipline controlling the *

"software crisis" |

>- Defined Maturity Level (ML3)-process 1

management discipline definine standard


organizational processes

^)'^PHi^^ ^^^^^^

Figure 6

People are hearing about successes of the commercial practices. They look at the Nynex
example. They look at some of the other examples where commercial practices are having
impact, and we can do that too. We can do faster, better, deliver more useful products. That's
what the Washington Information people did. They delivered a system that was really useful to
the constituent, to the end user. The other factor that's really making an impact, especially in the
military community in the last year or two, is this trend towards adoption of best practices and
adoption of commercial practices. We've moved away from the MIL standards. So the things
that are currently being used in practice and industry today are gaining more acceptance in terms
of use by Government agencies and their contractors.

The second order of fact, this is something I also want to mention. How many of you are aware
of this thing that was developed at the SEI called the Capability Maturity Model? A fair number
of you. It's a set of benchmark best practices for getting software management under control.
Level II, it's a five level model where level I is "y'all come." Maturity Level II is basic
management discipline in place. We have project plans; we track to them; we do configuration
control; we do quality assurance. We get our basic management discipline in place, and it
addresses what for years has been considered the software crisis. Of course we know that study

32
after study after study told us that the software crisis wasn't a software problem, it was a
management problem. We weren't managing our software activities. When an organization
moves to level III it is focusing on defined organization processes. It has a standard
,

engineering

Future Trends

Figure 7

process across the organization. One of the things that we're starting to see as the second order
effect is as organizations start getting Level II and they get the basic discipline in place, they are
now starting to move from building the system right to being able to focus on building the right
system.

Remember the distinction made before about software engineering versus software design,
building the right system? As we're starting to get our processes defined and as we're starting to

look at what we really have to do to build our systems, we're starting to find opportunities for
defining our usability engineering processes to dovetail with our software engineering processes
to be part of our fine process for building systems within an organization.

One organization that I'm familiar with now has an effort within their user-centered design group
to set a similar set of standards. The CMM doesn't address usability engineering, but they are
trying to within their ovm organization, build a set of benchmark practices that say these are the
things our organization ought to be doing to implement user-centered design across the

33
organization. They are working with their software process improvement people to rule that out

as part of their standard internal assessment. So when they look at programs, or they look at

divisions, or they look at product groups, they are going to be looking not only at the software
process, but also their usability processes and know where they are and then start to set

guidelines and goals for improvement across the corporation. Now they are not primarily in the
government market. They are in the market primarily where they have to ship product, and they
have to sell product, and are very concerned about focusing not just on getting past Level II, but
getting their defined processes and making sure they define the right set of processes. This lets
them deliver a product that their customers want, that appeals to their customers, that meets their
customer's needs, that will sell in the marketplace.

^
I 1

insights

Teams design, people don't


HF/HCI specialists bring:
> a focus on tasks and users
>- capability to collect and analyze data
>- ability tomanage user involvement in
creative ways (working as catalyst in design
efforts)

>- knowledge of research, guidelines, best


practices

Figure 8

This is a second order effect. It's something that's been masked because so much of what we've
seen is the crisis as we develop systems. Rex didn't tell you the corollary of the waterfall model.
The corollary of the waterfall model is 99% of the time when we come to that last sign off and
we sign off that we're really done, we're really only 90% there. It's that last percent, that last
34
10% that takes the next 90% of the effort. The software process improvement work has been
trying to focus on changing that, getting us to the point where we have that basic discipHne in
place and then define our processes. What we're seeing over and over is that once we get that
chaff out of the way organizations are starting to focus on what's really meaningful to them.
Some of the things that are meaningful are delivering the right product. Whether it's a product
that ships and sells in the marketplace or a product that supports their constituents that meets the
needs of the real user community.

What are some of the future trends? What are some emerging trends? We touched on it earlier.
Somebody has to own the user perspective. It doesn't matter if it's a human factors person, if it's
a software person, if it's a product marketeer, if it's a product manager. Somebody has to own
that user perspective. Somebody has to step up and be the champion. Somebody has to make
sure it happens. Whether it's part of your defined process and maybe it's your process owner
that's making sure that happens. Maybe it's your product manager, maybe it's the project

manager. Maybe it's somebody like this chap at BLM who just stood up and said, "I've had
enough." Somebody has to be watching out for that user perspective, making sure that we get
the right system and that it is usable. This means continued introduction and adoption of some
things that are already known that are already tried, some usability engineering techniques, some
of the formal methods into our standard practice. Developers are human so they design for users,
right?

There some truth to that, but quite often developers don't know much about the human factors
is

issues and some of the other things. In fact, one of the things that was really humbling for me is
that I was originally trained as a programmer, and I got into designing user interfaces which at
that time were screen designs. I said I really don't know enough about what I was doing, so I
went back to school, and I took a degree in psychology, and what I realized after taking a degree
in psychology was that I still didn't know a whole lot about designing screens, but I really
understood a lot about why I didn't know. We've seen and Elizabeth Buie will talk later today
that there are some standards, there are some guidelines, there are some things that we can apply
and can help us develop systems that actually will meet our user's needs that can decrease some
of those error times and cut down on the help desk.

Now again that comes back to an issue about to whom do the benefits accrue? There are a series
of companies right now that are making very good money answering help desk calls for
Windows 95. Now I'm not picking on Microsoft, don't take me to task for that, but there is some
market benefit there, because they are making money on those calls. As we continue to actually
show that these techniques can be provided up front and used in our systems, we're starting to see
the impact of the benefits. That leads us to the point where we were talking about getting to

repeatable defined design processes that are not just the software processes that also include the
things that we do for our usability engineering. Some of that continues to need to be fed by
research, and this is a point that is quite often lost in the sense of "let's do basic research."
Sometimes the basic research that we need is focused on methodologies. Nigel Bevan and I were
chatting earlier today about work methodology and that's work that needs to go on. How can we

35
best take some of those lessons learned from the basic research and tie into our methodologies
and tie into processes that can be used?

One of the other things that we found isHow many of you design systems by
team design.
yourself? How many of you work as part of a larger team? We were talking about designing
Web sites and I"What are some of the kinds of skills that you might need?" The class
said,

started making a list: somebody who has systems admin, skills to run a server, somebody who
can program because of back end interfaces to the IT systems, somebody that knows something
about designing the interface and the pages and the content. Oh, yeah, content; we need
somebody who can write. We're going to put up some images so we need an artist —an
industrial designer or a graphics artist or somebody who knows how to design interaction. We
want to engage people. We want to know something about how to bring them back, captivate
them. That's a team of people.

There are very few of us in this room who probably have at an expert level all of those skills. So
we really are focused on teams that design and that's part of this getting away from the "bringing
in too late" to —
"coming in early." Here's a success story the pneumatic, electrical, hydraulic
physical interface story. Every bit of information you need to know to understand is that this
was custom hardware, so we were having to build our own windowing environment. We
couldn't go off the shelf and buy a windowing system. We turned that around to our customer
and said what we really propose is a three fold ICD, interface control document. We'll give it to
you in three installments, and this is usability on the installment plan. The first volume was
based on the up front analysis and the task. The up front, not the detail analysis, but the
workload analysis and the systems analysis and the allocation of tasks between the users and the
system. The first volume will be basically our windowing system design so it's the spiritual
guide, because we knew enough about the task to be able to identify what kinds of things we had
to have in the physical environment. So the keyboard, the track ball, the windowing system,
those sorts of things, were spec'ed out first based on early front end analysis of what the users
would be doing. By the way, this was taking a job that used to be done by a crew of five down to
a single operator so there was some interesting information presentation issues we had to deal
with there to be able to keep this user informed and not overloaded. We designed the windowing
environment first. That was Volume I. We shipped it and it went to press. That also allowed the
hardware folks to get on with saying things like these labels go on these keys and we can now
spec the hardware and get it built.

The second volume was a detailed task analysis. We chose an old human factors technique
called operational sequence diagrams, i.e., this goes out of the system into the operator's head or
into the operator's eyes or it's on the screen. This is what goes into the system from the operator's
actions. It was a very simple we didn't worry about which screen
representational technique, but
element. What we worried about was the information content. By the time we finished the
second volume we knew exactly how the system would be operated. We knew what the
information flows were and how they would fit back with the software design because the
software folks were now almost ready to begin their design.

36
Third volume, Chinese menu problem, take one from column A and one from column B. In the
second volume it mapped the specific windowing element in the first volume. The third volume
was the complete illustrated system manual.

Now to the windowing environment that was the coding manual for the actual code
implementation part of the system. Did itwork? Yes. They spent less time fussing with getting
the interface right, making sure they had the right information, making sure that they didn't omit
information that was critical to the users that the system was actually able to be built. They put
the system on display once and the feedback we had was that people walking in off the street at
the open house were able to use it. That was quite a compliment because our audience was
Master's level four to eight years professional experience, journeymen level in their field, and yet
we knew that wasn't the environment our users would actually be So what did we bring to
in.

that party? We brought a focus on the task for the users. We knew that the spec was wrong. We
were designing for an audience that didn't have as much skill as they told us it would have. We
really spent a lot of time focusing on the task.

Insights |
if

1m
II
Teams need:
mm
>- defined roles and boundaries 1
>- defined work processes 1
>- collaboration of people and skills |
to blur boundaries by experience, I
education, and training I
> to develop a feeling of cooperation 1
>- to deliver results 1

Figure 9

We brought a capability to collect and analyze data, whether from usability testing or from
prototyping to manage user involvement, focus groups, formative evaluations, usability testing,
prototype evaluations, design walk throughs. We had an interesting team there. We had an

37
industrial designer (coming back to this issue about teams.) We had an industrial designer, a
journeymen level human factors engineer, a software engineer who was doing our prototyping,
an Ed. D. with cognitive task analysis background and a Ph.D. cognitive level psychologist.
Then therewas me the jack of all trades just kind of trying to keep this merry band moving in the
right direction. The other thing that this group of folks brought was some knowledge about the
research guidelines and best practices. We were able to really change the direction that program
went. It wasn't a single interface. The document that was delivered up that talked about
physical, electrical and hydraulic interfaces. So we can really build on the teams as well as the

technical specialties, but what does that lead us to?

It leads us to some things that we need to really pay attention to as we use and apply these
engineering skills in developing real systems.Remember the second order effect that talked
about defined processes? Here is the corollary to that: not only do we need to worry about those
processes, but also how we can contribute? What are the boundaries? More and more software
folks as they get into doing user interfaces start worrying about doing it right, but don't want to.

In some cases they admit they don't know and in some cases they don't want to admit they don't
know how to do it best. There are some real ego issues involved here that are not just
engineering issues. That leads us to this issue about collaborating about people and skills. We
really need to be part of the engineering team. We need to be part of the design team. I

mentioned that team that we put together,


was a catch up situation, but we had to put
that
together a really diverse team to make that system what it had to be. We blurred some of our
boundaries there by mixing experience and by education. We spent a fair amount of time doing
informal training of our software engineers. There was a lot of give and take. Those documents
weren't produced in a vacuum. What did that give us? They felt like we weren't just that group
doing it to them. We were actually collaborating with the developers and the system was
delivered. It actually met its goals and met its usability objectives. Those are some of the points
that we found really have to be focused on in applying usability engineering. It's especially
going to be more and more important as we build systems that are reaching a wider audience, an
audience that has more diverse backgrounds than what we used to design for, systems that have
to do more. As we look at how to reduce costs in either service delivery, reduce costs in
development, reduce costs in our back-end support, those are all issues that we're concerned with
today.

We're really trying to focus on addressing some of these issues on out into the next generations
of systems. Not to just apply usability engineering, but have it be part of our normal way of
doing business. Having the techniques be accepted as part of our system development practices,
as part of our defined design processes. It's going to another, I don't want to say generation,
because that's scary. People think about years in that, but it's going to take another cycle of
success for things to circulate out. There's been some work on technology transition that looks at

these things and unfortunately the research shows us that it takes somewhere between four to

eight years to get something really well established within a corporation or a large organization.
For something that's a radical change like structured programming, things like that take on the
order of between 1 2 and 20 years to gain widespread acceptance, but we're starting to see some
various forces come together.

38
We talked about usability engineering as a focus on the users and tasks from an HCI perspective.
If wego across to the software engineering community, or the object-oriented design
community, we see them starting to focus on users. The only way we really know how to design
the right objects is to have use cases. Larry Constantine wrote an article in Interactions last year
talking about use cases. Use cases are really user scenarios. Now that the software community is

starting to talk about this, we really need that. Here's an opportunity for some synergy where
both communities, both disciplines try to focus on developing the same sorts of things to deliver
the right system. I'm open to questions, attacks. Oh, now the hands went up on that one. Yes,
sir.

Male: What about the differences in learning styles and applying that to interface design?

Hefley: Yes, there's been a amount of work looking at learning styles and how to apply that
fair

to interface design. A lot of that hasn't gotten beyond the academic work into real usable sideline
kinds of things. We know there are some people that are more visually oriented. And there are
some good tasks that can be used, field independence tests, the ones that have primarily been
used in academic research to get at that. But, how can we translate that into design practices?
It's a leap of faith that a lot of people haven't made yet. You're nodding your head. Grab this mic

if you want to jump in, because this is something that I think is going to have an impact for us as

we start really realizing that we are designing for a much more diverse audience for many of our
systems then we ever did originally. We used to think about designing for the office, and we
knew that most of our people were coming with this skill level or this level of education and we
could just do a design for that. Designing for the mass audience is a different audience.

Audience Question: Training will tell you.

Hefley: Training indeed will tell you, and that's where we see so much more emphasis today on
the on-line help and the Wizards. I know a lot of the work that Jared Spool and those folks have
been doing have been focused on Wizards in recent months, primarily because it's a way of
capturing some of that task information and putting it in a way that can be formatted and
delivered with the product.

Audience Follow-up: Yes, I think that one of the biggest challenges if you were to lay out
challenges for where are we going from here would be designing for all these individual
differences. Studies have shown that various kinds of individual differences in terms of
aptitudes, age, background and culture and so on account for more differences in user
performance than design in training and things like that. Unfortunately, they are also very
difficult to design for. We can't make a completely different design for every user and even if we
could then they would not be able to communicate with themselves about the system. That's one
of the problems of high degrees of customization. Users make their system look so different
from every one else's that they can't even talk with someone else about it. So maybe the idea of
lots and of different views and different user performances that are all rolled into a single
lots

integrated view of the design. That I think is the direction to go in. I think the direction not to
go, and this is personal opinion, is the idea of adaptive interfaces. I'm not talking about
adaptable interfaces because that's what customization is, but adaptive interfaces where the
interface sees patterns in the user's behavior and the user's abilities and so on and makes changes
arbitrarily to sort of match those. Sometimes that works, but even when it matches the user's

needs it comes as a surprise and violates the sort of main guideline of the user being in control.
So it's better to offer all these possible customizations, but let the user control it.

Hefley: When you talk about designing for diverse audiences one of the other things that people
are starting to pay attention to depending on the system's ability, is the great diversity of age. It's

not just an issue of the teenagers have been exposed to computers and will use them where an
older population has not. It's also there are some definite physical differences in terms of visual
accuracy, in terms of how some of the different age groups will interact with the systems. So
that's another concern there and that ties back to is how can we make it
your point about learning,
non-threatening to walk up and use something. know people who will not use an ATM because
I

it's just too threatening. I'd rather wait till Monday to go to the bank where I can use a teller
thank you.

40
i

Tliiimax J. IValxoH Raxarcli Cenler


ro Bex 21 If

Yfitktowu Hei::h!i. AT

Cost-Benefit Anaivsis of
Usability Engineering

Clare-Marie Karat, Ph.D.


e-maii: ckarat@watson.ibm.com

January 10, 1996


Dr. Clare-Marie Karat, IBM TJ Watson Research
Center
Cost-Benefit Analysis of Usability Engineering

Let me tell you briefly how I got into this field. Before working for IBM, I worked in state
government in Texas. I was basically presented with the problem of being able for our
department to do a whole lot more with a whole lot less, and my strategy in this was for us to re-
engineer our service delivery process, in other words, to automate it and deliver that in the
marketplace or in our client locations.

Why Measure the Benefits of Usability Engineering?

« To educate ourselves and others about the financial value of


usability engineering work
To support product management decisions
To communicate with product managers and senior
management about shared fiscal and organizational goals
To support other groups within the organization (e.g.,
marketing, planning, education)
To gain iterative feedback about how to improve the use of
human factors resource from individual to organization-wide
levels

Figure 1

This was an incredible education for me and I learned there the value of re-engineering as well as
the usability engineering component. And they go hand in hand. The re-engineering piece is a
m.acro level design and then the user interface design is —
the micro level actually a task-to-task
specific way to complete the work. In order to get the biggest bang for the buck, we can't do one
without the other.

Let's begin with a cost benefit. There's a book that came out a couple of years ago. It's called
"Cost Justifying Usability". It's edited by Deborah Mayhew and Randolph Bias, published by

42
Academic Press and I have two chapters in that book. If you'd like more information about how
to actually do these calculations, please refer to that. There are a whole host of wonderful
chapters on different topics in there as well. When I joined IBM, the first project that I worked
on had already begun. I basically met the product development manager and he said to me,
"Sure you can join my project. I'm not going to give you any money, you can't change a
schedule, but let's have you come on board and see what kind of value-add you are and that you
can provide from this field." I took that challenge, and it worked out rather well.

1
IIM
To Support Product Management Decisions..

Product managers make pragmatic decisions about resource


allocation to groups, for example,
- Designers
- Programmers
- Quality assurance
- Build and test
-Human factors
-Training and support services
- System maintenance

Figure 2

The key reason communicate the value of the work


for doing cost-benefit analysis is to be able to
that we do. How can we do that if we don't really measure it and manage those measures? The
second piece is about being able to support development decisions. This one is pretty far
reaching.

Doing negotiations sessions about the role of usability in product development, I learned that I
was going to be working with a number of other groups. They generally had been collecting
information and were able to communicate for sometime about what it was they would be able to

produce if given X amount of money. In order to be able to even enter the game, it was
necessary to come up with a methodology and a way of presenting the work in usability.
Basically, I tied it to the things that were of the most importance to the product manager, time.

43
money and resource. Once a project has started (including this cost benefit analysis), it's very
important to work closely with other areas in the organization.

The User interface in the Software Life Cycle

Past data - user interface as 30-35% of the lines of code


Recent data - user interface as 60% of Ihe iines of code

GU! as minimally 30% of software budget, increasing to 80%


depending on available function
75% of software life cycle costs occur during maintenance
phase
80% of maintenance due to unmet or unforeseen user
requirements, 20% bugs or reliability problems
Opportunities exist for usability engineers to make significant
contributions to product quality and the bottom line-

Figure 3

There are some real benefits in terms of cost savings there as well. Here is one example. In
terms of working with, for example, education, in setting out usability objectives and conducting
the field and laboratory evaluations and design sessions to handle the problems that arise, we
may be able to handle the bulk of them, (severity 1), but maybe there are some 2's that because of
time constraints and money, we just can't get to. Those can be turned over to the training groups.
There are tradeoffs. We all live in the real world but with a little closer coordination we can do a
much better job. We found that we've been able to reduce significantly our training costs
because of that. In terms of communicating with senior managers (as a couple of people have
already mentioned), we generally manage our organization in terms of goals. To be able to
actually show how our work contributes to those goals is a pretty effective way of
communicating. This is just another piece of the power that we get from doing this kind of work.

This last bullet (in Figure 3) is more for ourselves, the bulk of the people in the room who have
categorized themselves as usability practitioners. If we start collecting information about the
cost of the work that we're doing in usability and the associated benefits, we'll be able to make
better judgments over time about what particular method to use in a particular situation.
Tradeoffs that come up frequently occur in terms of whether to do field or laboratory testing.

44
whether to do a walk-through or a usability test. These are things to think about depending upon
the type of project. Once we have this kind of information, it is easier to make a better decision
and help guide other decisions in our organizations.

One of the things about working on cost benefit analysis is that we need to take a large view of
the product cycle, really the life cycle. If we look at some of the statistics on Figure 4, we'll see

that the graphical user interface has become a large chunk of the work on any one project. An
even larger point is the fact that the bulk of the costs come in maintenance. A speaker earlier
today talked about this distinction — that somebody would build it and somebody maintains it. A
number of years ago in terms of our organization as well as our performance measures, we
changed the way that works within IBM. A particular manager is responsible not only for

What Contributions Can Usability Engineering Demonstrate?

• Inclusion of human factors work in software and hardware


deveicpment can result in;

Short-term benefits development cost reduction


-

Long-term benefits -

~ Increased sales or revenues


~ Increased user productivity
- Decreased training and support costs
~ Decreased service costs
- Decreased user errors
- Decreased maintenance costs
Usability engineering - pay a little during development, or a lot
after product release

Figure 4

development but for all the operational costs, maintenance costs. That gives one a very different
view. If we take a little bit of time, invest a little bit of money now and identify these problems,
we're going to be able to save ten-fold what we could down the road. This is real impact. The
fifth bullet on Figure 4 is exciting in terms of the opportunity that it provides. The bulk of these
maintenance requests are really unmet user needs. This is something that through user-centered
design, we can really hope to address at least half of these during development. That gives us
quite a competitive edge.

45
The contributions of usability engineers are both short term and long term. The short term
benefits involve actually decreasing the amount of money it costs to do a development project.
This is based on experience. If we have usability involved from the start, it is actually part of the
critical path of development. If it's part of a critical path, part of development, as we go forward,
we are doing participatory design sessions with users —doing user-centered design. Using early
low fidelity prototypes, we are are getting the requirements refined. We know that we're on
track with the user interface and that we're going to have a highly satisfied customer at the end.
My experience in projects where we haven't had it as a part of the critical path is that close to the
end (Bill mentioned you get to that 90% point) this host of problems comes up. In order to fix
all of those the project exceeds the original guideline.

What is Cost-Benefit Analysis?

Methodology for analysis of projects for investment purposes


Three steps in cost-benefit analysis:
- Identify the value of expected benefits
- Analyze the relationship between expected costs and
benefits using simple or sophisticated selection techniques
- Make investment decision

Figure 5

Think of it in terms of the actual cost versus budget and cost for a project. If we look at those
actual costs, we see that in a project that has usability and one that doesn't, it's far less expensive
to go ahead and build quality in. That's really what we are doing here. That's the argument that a
project manager can take forward to management. Long term benefits for external marketplace
products are the revenues. If it's a product for internal use then we get the incredible benefits of
increased productivity. Even if it's a product for the marketplace though, that data on increased
productivity can be used in your marketing brochures. That's an example of a difference between
whether it's a direct or indirect benefit. There are a host of other benefits: training and support

46
costs, service costs which can be a huge, huge piece. There are a lot of service contracts and the
profit margins on them is very small. Think about the relative cost for any particular service call
and the fact that with usability in a product, those costs can be cut down by say half, maybe 2/3.
This allows us to bid a much more competitive service contract and keep up profitability.

There are a few key points in constructing a cost-benefit analysis. The first is to identify the
expected benefits. This means actual expected benefits and cost that is looking at the life cycle
of the product as it will affect your organization. This includes all of the people who will need to
touch it, use it, support it, and also the whole work flow of your business and how those products
are going to touch it. There are two different techniques for then analyzing the relationship
between the cost and the benefit. There's a host of them that are based on the time value of
money and those take a little bit longer to work through. We will look at some examples that
really talk about pay-back periods and cost benefit ratios. That's the second classification. Most
of our managers have to weigh the decision to invest in one of a number of projects and there's

only so much money, once the information is available about the relationship between the two,
we can help to build the decision towards funding a particular project that we are interested in.

How do Cost-Benefit Analyses Relate to Business Cases?

Business cases as mechanism for proposing projects, tracking


and communicating with the organization
projects,
Organizations allocate resources according to organizational
goals
Many goals and possible beneftis, limited resources
Objective and explicit basis for decisions
Cost-benefit judgements are made whether or not formal
cost-benefit analyses and business cases exist

Figure 6

Business cases are a way to communicate the status of a project at any particular time in its

development. One of the key points is that people are going to make a decision and make a

47
judgment about the value of usability whether they have quantitative or qualitative data to back it

up or not. So, it really behooves us as practitioners to collect that information and make it
available, not only for our own position but also to understand what the optimal amount of
coverage is for the organization, i.e., should we have a centralized team? Should we decentralize
in certain areas? Does it make sense to have a lab on site? Can we cost justify that in terms of
the amount of work? These kinds of decisions can start being made once some cost benefit
information has been gathered.

Assessing Costs and Benefits of Usability Engineering

Think of "Product as Usual" versus "Usability Engineered


Product or User-Centered Desiqn Product Approach"
identify ail costs and benefit variables, within and outside the
organization
Note the differences and similarities in internal and external
projects
Separate tangible and intangible benefits
Determine the value of the tangible benefits
- Establish contacts - development, marketing, personnel,
planning
- Use past data, estimates from projections, decision support
data, or Delphi method estimates
- Identify savings/costs as initial or ongoing, and by year
- Review and update cost-benefit data periodically and as
changes occur

Figure 7

At the heart of the analysis we really want to look at how the delta we are offering differs fi^om,
the way the project proposal would be without the usability activities included.

Think of a proposal as it would be with and without this work. For those where usability is
already a critical part of the development process, you might be thinking about starting to use
new techniques. Not everyone is using participatory design sessions to design user interface.
Maybe some haven't tried using field tests rather than laboratory tests or usability walk throughs
on site.

Think about using different techniques to get different types of benefits and use this type of
analysis to understand the value. This is accomplished by identifying the cost and benefit
variables both within the organization and outside. This goes back to really understanding the

48
business work flow to complete the task and where this product is going to touch different parts
of that process. Recall differences between internal and external effects. The increase in
productivity, in the internal context, was one example of how (developing a product for use in
your own organization), is a direct benefit. That means that your group can complete more
transactions with the same amount of personnel.

It depends on what the real issues are in your organization, but the idea is to really understand all
the variables and understand whether the effect will be direct or indirect. In quantifying these
benefits, I've areas. When I needed personnel costs, I
gone out and talked to people in different
went to personnel and asked them, "Tell me what does this mean to be fiilly burdened? What do
I need to include?" When I needed planning data, I went to the planners. Cultivate contacts like

this yourself. They may have some project data from a past project. Maybe it's close enough
that you can make an estimate Over time, you'll get better and better at estimating.
.

on occasion used the Delphi method. This means getting a group of individuals who
I've also

work anonymously with each other to come up with a group estimate of what a particular cost
should be. That's another technique. It is critical to understand whether the savings and costs
identified are one-year costs or will be armualized. Last, be prepared. The world changes. I

don't know a single time when I've started a project and what I had planned actually occurred as
planned. Things happen in the world. Something will happen. A new requirement will come
up. You'll have to build in this piece of fimction that you hadn't even been prepared to do before.
So you need to think, go back, revisit your plan, and make adjustments.

OK, you about a success story. This is a project I worked on at IBM a few
I'd like to talk to

years ago. The first thing I did in this project was meet with the team to learn what this
application was about. It was a security application that we used in combination with our
customer data bases, so it was pretty important. I learned from them what their ideas were about
the design of the application as it was then, and their usability objectives. They basically thought
that without any training we could take our group of users, some 25,000 people, and have them
learn to use the product, error free, on their second or third attempt. That's great. That's
wonderful that we can specify that usability objective. We then took a look at that interface they
had sketched out, and I built a set went out into the field, into the
of screens with it (charts),

business situation where these users were and I acted like I was a computer and gave them a path.
I gave them the first chart and said, "Here take this pen. Write on there what you would do if

you were sitting at your computer." They did, and then based on the information received, I
would flip the charts to give them the next screen.

I had an assistant with me who was doing some time on task timings and recording some other
data. At the end of one of these tasks, I'd stop and take a few notes myself. What I learned fi-om
this field testwas that the initial design had some problems. The developers felt that the majority
of these users would be able to learn this task the second or third time, and what I learned was
that only 20% of the users could complete the task at all, and of those, they had a lot of trouble
with it. I went back to the team with that information. I basically had identified four large
problems and it was illuminating to them. The assistant that I had taken with me was one of the
section leads on the development team and it was one of those amazing experiences for this
person to see up close and personal the difficulty a user could have with the system. So I had a
little buy-in there already when I went back to the team meeting.

49
:

What opened up was a discussion on putting in a help desk. We're not going to add any
this

training materials but we'll have a help desk. That was a solution, but who's going to staff this
and who's going to pay for it? They estimated it would be at least a few people for a few months
to handle this help desk and nobody had money for it. It wasn't planned. It wasn't in the budget.

So I suggested what we could do is They thought that was a great


redesign the user interface.
idea. We took the four major problems and of those, three of them we could solve. We did the
redesign, we put it back into this low-fidelity prototype and the fourth one was one that happened
to be a navigational problem and we couldn't find a low cost way to solve it. There was one
solution we knew about but it was going to be so costly that the project manager said no. Go
back and do another field test. If we see that problem again, we'll face it then. I went back and

Example Benefit Applications

Increased User Productivity - Application 1

- Reduction in time on Application 1 task from iteration 1-3:


• Trial 1 = 3.25 - .40 = 2.85 Minutes
• Trial 2 = 1 .27 - .1 3 = 1 .14 Minutes
•Trial 3= .80 -.12= .68 Minutes
• Total= 4.67 Minutes
- Projected benefits in increased user productivity on first
three tasks:
• End user population = 22,876
• 22,876 X 4.67 Minutes = 1 .781 Hours
• 1781 Hours x Productivity Ratio x Personnel Costs =
$41,700

Figure 8

did another iteration of testing and what you see in Figure 8 on task. This is the first
is the time
field test that I did and it's basically a user's first attempt, second attempt and third attempt at

doing a task. The goal for this application is to have somebody get through this security system
in about six seconds. As the data shows we were taking over 3 minutes in the beginning with the
first user interface plus the fact that only 20% of the people could actually do the task. On the

second iteration, we saw an improvement. We brought the times down, but we ran right up
against that navigational problem that we had identified the first time around. So we went back.

50
This time, the team had really begun to buy into the idea of usability work in this user-centered
design and one of the fellows on the team figured out a beautiful way to finesse this issue. He
was one of our gurus who had been around who knew the systems very, very well, and had been
there years and years.

The programmers up to this point (while we've been doing this user interface design work), had
been doing all their other under-the-covers programming. At this point we said go ahead, code
the user interface. Trial 3 was our test of the system on a test machine. This was with the actual
code that we are going to roll out. And we were quite pleased. By this point we had people
bumping up against what was expert use on the system. This is the performance on the system
by one of the programmers who knew the system back and forth. He knew how to go in and
make it cruise. So, we were able to get the users to meet the usability objective. By the second
or third time we actually had 95% of the users doing this error free and within the kind of time
that we had set. We rolled it out on time, under budget and with very high user satisfaction with
very.

1
Application 1 Human Factors Benefits..

Increased user productivity


Decreased training costs
Cost-avoidance of errors
i
• Reduced maintenance costs

Figure 9

very improvements or modifications to the system after it was released. As a result, all of
little

us received bonuses. Now I really had the team with me. This was the first experience and this
is only one data point. This has been published before, and I offer it as an example for you to

51
take to your own groups, to your own management. In terms of the value of usability, I basically
took the difference from this top line to the third line all the way through and quantified that as a
financial measure to say this was the value of usability.

Example Benefit Calculations

Increased User Productivity - Application 2


- Reduction in time on Application 2 task from iteration 1 -3;
• Trial 1 = 35.1 - 23.1 = 12.0 Minutes
• Trial 2 = 24.9 - 1 8.2 = 6.7 Minutes
• Trial 3 = 23.S - 13.9 = 10.0 Minutes
• Average savings across trials = 9.6 Minutes

- Projected first year benefits due to increased user


productivity:
• Tasks per year = 1 ,308,000

• 1,308.000 X 9.6 Minutes = 209,280 Hours


• 209,280 Hours x Productivity Ratio x Personnel Costs =
$5,800,000

Figure 10

52
Example Benefit Caiculations

Decreased Service Costs


- Reduction in service calls for first year = 75
- Cost per service call = $1 50
- Benefits = 75 x 1 50 = $1 1 ,250

Figure 11

Example Benefit Caiculations

» Decreased Maintenance Costs


- Cost of changes in prototype stage
• Number of changes = 15
• Hours per change = 6
• Hourly burden rate = $75

• Cost = 1 5 X 6 X 45 = $6,750
- Cost of changes after system release
changes = 4
• Ratio for pre to post-release
• Cost = 6,750 X 4 = $27,000
- Reduced maintenance costs due to pre-release changes:
• $27,000 - $6,750 = $20,250

Figure 12

53
Usabiiity Engineering Costs

End us8r recjuirements • Initial design development


definition s
' 1fwju 3nH
LvW ctilU HinK-fiHoIit\/
1liy 1 1'llUciliy

I Icipr nrnfilp ripfinitinn nrntntvninn

i
Participatory design sessions Design walkthroughs
Focus groups Think aloud studies
Task analysis • Heuristic evaluation
Benchmark studies Usability tests
Usability objectives Prototype redesign
specification Surveys and questionnaires
Studies of end user work
context
Style guide development

Figure 13

Audience Question: How about the ones that couldn't do the task at all? Did you quantify that?

Karat: At the end we had something like 98% of the users who were working error free.
Everyone could complete the task. Some of the users would make an error on their first or

second attempt.

Male: Did you quantify those people that could just not do the job without errors?

Karat: Yes, in fact, that was part of the first team meeting. This is our customer data base.
These people are going to be using this system while they are on the phone with customers, this

has to work. There are real customer issues if it doesn't work and if they go in and make a
mistake and have to recover from that error, from that mistake with the customer. It just
compounds, so yes, we had an estimate for that as well. That's pretty high.

So here's the value of the usability work that you saw in that diagram and it's basically looking
for the value of that increase in productivity across the first three attempts. This was a system
that the users would use about 1 2 times a day. So I took a very conservative estimate of the
value of the work. I came up with this $42,000 figure.

54
ISM
Cost Caicuiation Examples

Application 1 usability costs were as follows:


- Usability resource = $1 8,000
- Participant travel = $ 700
-Test related development work = $2,000
- Total cost for a year = $20,700
Cost-benefit ratio for usability work:
- Projected benefits in increased productivity (first three
tasks): $41 ,700
-Costs of usability activities: $20,700
- Cost-benefit ratio: 1 :2

Figure 14

We'll come back to this in a minute once you see the costs and the next chart gets to this

gentleman's question about what was the cost of the errors?

In that team meeting where we really looked at what our options were, we looked at the issue of
increased productivity, what it was going to take to set up a help line and have some kind of
documentation that we As
gave to everyone. it was, the system we rolled out was "walk up and
use". The only thing they saw was what was on the screen. That was it and they were able to
easilymake the change. We were then able to see the cost avoidance of the errors and the fact
that thiswork was happening on the phone, real time with our customers and this huge reduction
in maintenance costs. Based on that, I started getting some momentum. Just like Bill was
saying, you start from the grass roots and then build momentum. The next system we tried this
on was the much larger one.

By the way, that first system was built in about 7 months. It was a rather small development
effort, something around a million dollars. This is a multi-million dollar system that we built

over the course of two years and in the terms of the value of usability, the key measure for us on
this one again was increased productivity. This is a transaction system where we really needed
to be able to have a lot more throughput, and this is the value of usability for the first year the
system was rolled out.

55
This system has been in place a number of years now so it's a hefty payback. Let me go to the
costs now.

Cost Calculation Examples

" Application 2 usability costs were as follows:


- Usability resource = $23,300
- = $ 9,750
Participant travel
-Test development work = $34,950
related
-Total cost for two years = $68,000
Cost-benefit ratio of usability work
- Projected first year benefits in increased productivity:
$6,800,000
- Costs of usability activities: $68,000
- Cost-benefit ratio : 1:10

Figure 15

A couple of people have mentioned different types of activities that go on, and, again, I think this
is tailored to the particular situation you're in, the type of usability goals you have. Remember
the question from the woman over here who was asking about is there a handbook or some type
of guide that can step you through by step? I think one of the reasons there is not is that
this step

each particular situation is unique and you really have to go in and look at what the user is doing,
the work environment they are doing it in, their task. What is my goal here? What do I have to
achieve and then with that you turn around and look at this tool kit of methods and techniques
and decide what to do. A number of us have written chapters that give a general overview of
usability engineering methods such as: it's very good to start with low fidelity prototypes and
then go to coding interface. But in general it's very nice to have usability walk-throughs from
the beginning, heuristic evaluations and usability testing milestones.

In terms of a real kind of step by step method you could use every time, I don't think that really
fits our field, at least not right now. Here's the tool kit of some of the activities that can go on
that might be necessary to be able to meet the business needs that you have in a particular

56
situation. There are of course different types of costs associated with each of those. Let's go
back to that first example of the 7 months development effort.

Tradeoffs Concerning Human Factors Techniques

• Human factors, software development schedule, and


cost-benefit issues considered together..
- Field test - 25% of the time and cost of laboratory test, and
gained work context information
- Low-fidelity prototype - 20% of the time and 1 0% of the cost
of a high-fidelity prototype
- Heuristic evaluation - low-cost identification of usability
problems
- Smaller sample sizes

Figure 16

I worked on this project part time. I had responsibility for a couple of other things. What you
see here basically is the breakout for my time from participant travel costs as was going locally
I

working v^th these different people, buying them lunch and stuff so that they would let me work
with them and it was just a small bit of development work. This was for doing the final testing
with the real code on the test machine so the product manager actually did give me a little bit of
support there towards the end for a total cost of about $20,000. Remember the benefit just for
the first three times the users used the system was about $42,000 so even with this limited
amount of involvement I was getting a one to two pay back. For some situations where it would
probably be more typical in your arenas v^th much larger systems, this other one (Figure 15) is

probably more appropriate to look at.

This was the transaction system that was built for this effort. There's my usability resource
again. (Again, I was part-time, working on a few projects at the same time.) Here I brought
people in from different parts of the country. This is a system that's used throughout the United

States. wanted to make sure


I I really had a good representative sample. For this system (Figure
15) as well as on the first one, I made these low fidelity prototypes with charts. I pretended to be
the computer. For this one we actually thought it was worth themoney and the time to build a
live prototype so we had some programmer time to build that. Cost of the work was $68,000.
Remember this was first year only savings, almost $7 million or so for a pay back of about one to
one hundred. And I would venture that this is more the kind of ratio that you would be able to
achieve in your areas. (Figure 16) For the practitioners in the room, here's some of the cost data
that I collected while I was doing these couple of studies.

Recommendations

Complete a test case


• Be realistic yet conservative in your estimates of benefits
Iterate on techniques for estimation of costs and benefits for
"Product as Usual" and "Usability Engineered Product"
Cultivate contacts in the organization who can provide
estimates
on when and where human factors expertise is
Iterate
employed and on the resulting cost-benefit data to improve the
use of human factors resource at individual through
organization-wide levels
Repori your cost-benefit and business case data to the
appropriate audiences

Figure 17

You know for me as one person to go into the field to where these people were working I was
able to do that much faster at much lower cost and I urge you to consider doing that yourselves.
Again with the prototype and again it depends on how complex the system is you're trying to
represent to the user, but in that first system I could do that easily, I could do it quickly, cheaply,

and get a lot of benefit from it. This is just an item to let you think about using other techniques
like heuristic evaluation which involve the use of usability experts to review your prototype
rather than having your representative users actually reviewing it and then to think about your
sample sizes. In the last few years I've heard some wild things. People bringing their sample
sizes down to 2 for a test. I think that's a little bit small but there's a lot to be gained by talking to
a few more users and what I generally like to say to people is think about the probability of a
serious error in your system. You know what is the probability that that might occur with any
particular user? If it's something like 10%, give yourself enough of a chance during your testing

58
to have that error pop up. There was one incident that I had on one project where I ran 10 users
in one iteration and it was the 10th user who not only hit the problem but then was able to
describe the solution to me and that really stayed with me. I keep my sample sizes around 6 or 8
for an iteration but I know there are a lot of companies that are working with about 2, so you
might just keep that in mind.

And to finish up, I really advocate that you start collecting this usability data and that as project
managers and managers making decisions in this area, that you request it, in fact demand it.

There no reason not to. You're asking for trouble if you don't have usability as far as the critical
path and you don't have the associated quantitative data with it.

I'd urge you to be conservative in your estimates, again build that network so you can make
better estimates and over time share information with them. Build your own expertise and those
of your peers in the organization that you can work with about what techniques to use, where you
get the best return. I know a lot of this is classified information, but where you can share it with
people, de-identify it so that we can all build our methodologies in this area. Thank you.

59
n
i
Makinn Senqp of HCI/RIJI
1
II

Standards and Guidelines


n^mii

clizabeth Buie
Computer Sciences Corporation
System Sciences Division
Laurel, Maryland
OODt

u
ei99S, Computer Scieoocs CoiparalioD HO/GUI StaodatU and GukkUnei, p. 1

61
Ms. Elizabeth Bute, Computer Sciences Corporation
Making Sense of HCI Standards and Guidelines

I'd like to just say a word or two first about what Clare-Marie just said.

In government systems a lot of times the cost of errors is not in user time but in human lives if

you think about air traffic control or military systems. So, we also need to factor that in and
about government systems becoming competitive even in areas that you would not think. I work
in areas, spacecraft flight operations for example, and NASA has been losing business to
universities for building spacecraft control centers and you would not expect that so we're having
to become more streamlined and usability can help a lot in that area.

OK, here's an agenda I'm not going to go over.

Topics
u
fi
Why we need standards and guidelines
Who develops standards
What they typically contain
What they cannot 60, and why not
How to use them in your project
What you can do
Ml
Where to get more information
Reference list

e 1995. Computer Sdeacc* Coiporatioii HCI/GUI Sundads and Guidelinec p. 2

Figure 1

I'm just going to get right into it because we're pressed for time. Why do we need standards for
human computer interaction, interfaces? To standardize the look and feel throughout an
application or project or across applications or projects if you've got a lot of users that are going
to be using more than one. Standards embody a large body of human factors research and that's

practice in HCI. Standards and guidelines can help streamline design by making look and feel
decisions in advance.

62
They can also help (in some cases they are required to comply with the law, for example, in
many parts of Europe) with contractual obligations —a lot of military contracts have specific
requirements for complying with certain standards or guidelines.

Why we need standards (p. i of 2)

standardize HCI/GUI look and feel


throughout an application or project
across applications or projects
Take advantage of large
body of human factors
Q
research and HCI/GUI
"best practice"

e 199S, Craqputcr Sdeacct Cotponiioo HCIA3UI StadiKdsaiid Guideline*, p. 3

Figure 2

What kinds of groups or organizations develop standards? Well, the biggest one is the
International Organization for Standardization and they've got a number HCI standards, the
biggest known one is 9241 Ergonomic Requirements for Office Work with Visual Display
Terminals, all this is in your handout. There are also national organizations. ANSI has had one
on hardware for awhile, ergonomics and work station hardware. We're in the process of
developing one for ergonomics of software user interfaces. That should be out in about a year
for review. There are other national bodies, DIN is the German organization. There's the British
Standards Institute. There are military and government organizations. DOD as a whole, MIL
standards I think come out of the Army. There's NASA. There's the Air Force. A variety of
government organizations have developed standards that apply in scope to their own sorts of
projects. There's even one that has come out of the Air Force for spacecraft control user

63
Why we need standards (p. 2 of 2)

Streamline HCI/GUI design by making


look-and-feel decisions in advance
Comply
With law (e.g., In Europe)
With contractual obligations
(e.g., many US military
contracts)

& I99S, Cotnputer Sciences CoiparaiioD HO/GUI Stndardt »nd Guidelines, p. 4

Figure 3

Who develops standards


(p. 1 of 2)

International organizations (e.g., ISO)

National organizations (e.g., ANSI, DIN)


Military/Government organizations
(e.g., DoD, MIL, NASA)

Commerce/Industry
(e.g., Macintosh,
CUA, Motif)

e 1995, Conputtr Sdencct CoipontiOB HO/GUI Stadaidi and QuidelioeK, p. 5

Figure 4

64
Who develops standards
(p. 2 of 2)

Independents (a company or person)


Projects (tailoring them
from other sources)

& 1995, Coiq>uter Science* Cotpontion HO/Gin Standanlt and Guidelines, p. 6

Figure 5

What standards typically


contain
Requirements and/or recommendations
for HCI/GUI design features

Rationales/principles

Examples
Exceptions
References/sources

e 1995. Computer Scienca Cotpontion HCVGUI StauUfdt and Guideline*, p. 7

Figure 6
interfaces. There's commerce and industry, Macintosh, IBM, Microsoft, Common User Access,
Motif. These have varying levels of human factors input into them but at least the

standardization is a goal.

Independent companies or organizations may develop standards or guidelines. There's a


company Computing somewhere in the midwest and they have a set of
called Corporate
guidelines mostly for windows systems and they also have a tool that allows you to tailor the
guidelines to your own project. It allows you to look them up when you're developing them and
then individual projects will develop guidelines or standards for their own projects, tailoring
them from other sources.

Typical content of a standard or guidelines document will be requirements and/or


recommendations for design features. They may contain rationales or principles why these are
good ideas, and also examples of how they would be, how they would show up in the design
itself, exceptions where they would not apply and references and sources for people who want to
find more information about where they came from usually. Now, what can standards not do?

What standards cannot do


Help you design for your users and their
tasks
Address fully the information structure
and content (the hard part of HCI/GUI
design)

& I99S, Computer Sciences Coipcration HO/CjUI SUndwii and Guidelisec, p. 8

Figure 7

There's a big problem with standards in that they have a tendency to provide a false sense of
security to people who don't know a lot about usability. A lot of people, especially software
engineers, system engineers, will say, "Just give me a good set of standards and that's all I need."
It is not. It doesn't help you design for your users and their tasks. It doesn't address fully the
information of structure and content which is really the hard part of design. It addresses

66
primarily the look and feel and the information structure and content is more related to your users
and their tasks than the look and feel is so it kind of takes care of the surface level. Jared Spool
of User Interface Engineering has some choice words about standards, but as a member of a
standards developing organization I have forgotten or repressed them but I appreciate that
perspective. A lot of people object to standards because they say they constrain creativity and to
some extent that's true. But, on the other hand, in my view, the real important part of creativity is

not so much in the look and feel as in the matching between the design and the users and their

tasks.

Standards applied appropriately can actually help free you up to be creative where it counts. And
they cannot guarantee you a good design. You still need a process. Why not?

Why not?

Standards generally define features


of the product
m You also need a usability
process ^^^^^^mi

Figure 8

Because they typically describe features of the product and as Rex has pointed out, there's this
whole process thing that we need to deal with as well. There is an effort in ISO which is being
edited by Tom Stewart of CDSI to define a standard for User-Centered Design of Interactive
Systems. But, it willbe a while before that's out at a level that most of us will be able to use it.
But again, that's something that will need to be tailored to any individual project. Now how can
you use standards in your project?

First select the standards or guidelines that you're going to use, ISO, ANSI, military, whatever.
Create a project standard by determining how they will be applied in your environment and then

67
apply them while you design the interface. (Figure 8) Now through that it may come up in
usability testing or even implementation, sometimes software implementation reveals issues that

How to use standards in your


mm

m Select the standards/guidelines to use


Tailor them to the project (create a
project standard)

Apply them while you design ^jj^


the HOI/GUI
^^^^\
1

e 1995, Computer SciencM Corporation HCI/GUISuiMUrdsatt<lGuideline>,p. 10

Figure 9

68
How to use standards in your
project (p. 2 of 2)

Refine the project standard as needed


Inspect the HOI/GUI design
and implementation
to verify
compliance

e 1995, ComiMtter Science* Coipcntion HCM3UI Stndwdt ud Guidelinci, p. 1

Figure 10

What you can do


Bug your management to incorporate
HOI/GUI standards into your
organization
Encourage procurement officials to
specify HOI standards In the RFP
Keep up with developments in the field;

keep yourself informed

e 199S, Con^uter Sciences Coipcntion Hd/GUI Stadards and Guidelines, p. 1

Figure 11

69
Where more to get
information on HCI standards
ANSI/ISO offices

AGM's SIGCHI Bulletin


(quarterly column on
standards activities)

Usenet newsgroups
and WWW
sites

O I99S, Con^utcr Scienccc Coipcration RCVCUl Standanls ud Guidelisec p. 13

Figure 12

design hadn't thought about and so you need to go back and revise your interface design based on
input from the software engineering. Usability testing may reveal that your application of the
standard in your project wasn't quite what you needed so you may refine the project standards,
and then as you do, your heuristic evaluation or final refinement, final verification of the design,
you want to inspect the design and implementation of the design to make sure that you actually
have complied with the standards that you've developed. (Figure 9)

70
Reference List

(See next page)

0 1995, Con^uter Science* Cotpontion HCKiUI Sundards and Guideline*, p. 1

Figure 13

What can you do to incorporate standards into your organization? Bug your management. And
this next suggestion is very important, you can encourage procurement officials to specify HCl
standards in the RFP. Contractors are much more amenable to proposing something if it's in the
RFP and the only way that we're going to get any of these process or product requirements
reliably into government systems is to have the procurement people say up front that they want
them so the encouragement of including these things in the RFP is in my view the most
important of these three things that you can do. Of course, keep up with developments in the
field, that's also essential. Where you can get more information on standards, ANSI or ISO

offices? There's a quarterly column in the ACM's SIGCHl Bulletin on standards activities and
what organization is doing what, what the status of the various standards, documents are, and
there are Usenet news groups and Worldwide Web sites. Usenet news groups are primarily
about human factors, and every once in a while, there will be a discussion on standards on that
and SIGCHI has a Web site.

There are five or six at least sort of general HCI Web sites that occasionally have pointers to
standards information. For the reference list, see the proceedings. There's a new one that is not

in the list by Wanda Smith on ISO and ANSI standards. Does anybody know who the publisher
is? I don't remember that.

71
Audience Question: The question was in industry what's the most common set of standards that
people base their usability criteria on?

Buie: I would have it's the commercial standards. For windows systems it would be CUA
to say
and for Macintosh would be the Apple Human Interface Guide and as I said the amount of
it

human factors that went into those is variable and the depth in which those documents deal with
recommendations I find for example the Motif Style Guide to be kind of skimpy, but Bellcore
has a set of guidelines for Motif applications that goes beyond the Motif Style Guide and
introduces a fair amount of human factors into it and is a good addendum to that.

72
Resources for HCI/GUI Standards and Guidelines'
Qqq^
Apple Computer (1994?). Macintosh human interface guidelines. Cambridge MA:
Addison Wesley.

Brown, CM. (1988). Human-computer interface design guidelines. Norwood NJ.

Downtown, A. (1991). Engineering the human-computer interface. New York:


McGraw-HiU.

Hix, D., & Hartson, H.R (1993). Developing user interfaces: Ensuring usability through
product and process. New York: John Wiley and Sons.

Karat, J. (ed.). (1991). Taking software design seriously: Practical techniques for human-
computer interaction design. New York: Academic Press.
Mayhew, D. (1992). Principles and guidelines in software user interface design.
Englewood Cliffs NJ: Prentice-Hall.

Nielsen, J. (1993). Usability engineering. New York: Academic Press.

Open Software Foundation (1993). OSF/Motif Style Guide (Rev. 1.2). Englewood Cliffs
NJ: Prentice-Hall.

Tognazzini, B. (1991). Tog on interface. Cambridge MA: Addison-Wesley.

Process Standards (HCI/GUI Design. Evaluation, and Verification)

:..-..SY.i.?. y....-:

ISO 9241 (Pan 11) Ergonomic Require- Guidance on Usability American National
ments for Office Work Standards Institute
with Visual Display 11W. 42nd SL,131h Floor
Terminals NewYork NY 10X36
Tefc+1212£4Z49»
Pax +1212:396.0023

MiL-STD-1801 User-Computer Interface (various requirements for verification) Wright-Patterson AFB


ATtN:ASD/ENES
Wright-Patterson AFB, OH
45433

ISQWRft3407 Human-Centred Design Assessing the benefits of human-centred design (not yet publicly available)
(under Systems
for Interactive Interactive system development processes and
development) human-centred design
Planning the human-centred design process
Human-centred design activities
Managing and documenting human-centred
design

*
This material is adapted from a NASA/Goddard Space Fligjit Center newsletter and is in the public
domain.

Figure 14

73
Software Standards and Guidelines (HCI/GUI Appearance and Beliavior)

ISO 9241 Etgonomic Requirements for Dialogue principles American National


(Parts 10-17) Offiw Work with Visual Gudance on usability Standards Institute
Display Temiinals Presentation of infomialion 11 W. 42nd SL,13(h Floor
User guidance New Yori( NY 10006
Menu dialogues Tel: +1212542.4900
Command dialogues
Direct manipulation dialogues
Foim filling dudogues

ANSI/HFES-200 Software User Interfaces Same as ISO 9241 , Parts 10-17, plus Human Factors and
(under Color Ergonomics Sodety
development; Accessl>8ity for people with dsabiities PO Box 1369
canvass draft due Voice and sound I/O Santa Monica CA 90406
in late 1996) Tet +1.310-394.1811

ESD-TR-86-278 Guidelines for Designing Dataentiv Qectionic Systems Division


User Interface Software Data dsplay Air Force Systems
Sequence control Command
User guidance HanscomAFBMA 01731
Data protection
Data transmission

NASA-STD-3000 Man-Systems Integration (various) Johnson Space Center


Vol.1, Sec. 9.6 Standard ATTN:SP34
NASA
Houston TX 77068

MIL-STD-1472D Human Endneering Design Data entry Commander


(Sec. 5.15) Criteria for Mlitary SystonK. Data d»piay US Amiy Missile Corrmand
Equipment and FadNHes Interactive control ATTN:AMSMI-EDS
Feedbacic Redstone Arsenal AL 35898
Prompts
Defaults
Error management

0o(>HDBK-761 Human Engineering Dialogue US Army (see abcm)


GuideGnesforiyilS Display
Languages
Input Devices
Screens
Printers
Woricstations

MIL-STD-1801 Human-Computer Interface (various) Wright-Patterson AFB


ATTN:AS0/ENES
Wrighl-PaLAFB.OH 45433

BSR-AIAA Recommended Practice for Data Entry American Institute for


FKCSA-iggS Hinnan-Computer Interfaces Data Display Aeronautics & Astronautics
for Sp»» System Sequence Control 9 Jay Gould Ct,PO Box 253
Operations User Guidance WaldorfMD 20604
Data Transmission Tefc ^JSO0J3B^24^2
Data Protection Fax: +1 J015(a0159

Pl2m2 Graphical User Interface Keyboards IEEE Standards Office


This failed t«vo Drivability Pointing Devices 445 Hoes Lane
ballots and was Menus PO 80X1331
wilhdrawa It is Controls PiscatawayNJ 06855
here because Windows Td: 1^00.6784333
other documents User guidance Fax: +1508562.1571
may reference it Common user actions

Figure 15

74
Software Standards and Guidelines (HCI Implementation in Software)

P1201.1 POSIX (various) IEEE Standards Office


445 Hoes l.ane
PO 80X1331
PiscatawayNJ 06855
Tflt1BX)j67a4333
Fax: +1508562.1571

P1296.1 Modular Toolkit Environment (various) IEEE (see above)

Hardware S tandards and Quid elines

ANSI/HFES-100- Human Factors Engineering Working Environment Human Factors and


1966(cunenily of Visual Display Terminal Visual display design Ergonomics Society
under revision) Workstations Workstation design POBox13e9
KeytxMurj design Santa Monica OA 90406
Meiasurement technk^ues +1^0^394.1811
Tel:
Fax: +1.310J942410

ISO 9241, Parts 3^ Ergonomic Requirements Visual display requirements American National
For Office Woric with Visual Keyt)oard requirements Standards Institute

Display Terminals Workplace requirements 11W.42ndSt.13thFkx)r


Environmental requirenrients New York NY 10036-
Display requirements witti refletions Tel:+1212j642.4g00
Requirements for displayed colours Fax: +1212^306.0023
Requirements for non-keyixjard input
devices

MIL-STD-1472D Hivnan Enaineerina Design (various) Commander


(selected parts) Criteria for Military Systems, US Army Missile Command
Equipment and Facilities ATTN:AMSMI-EDS
Redstone Arsenal AL 35898

NASA-STCK3000 Man-Systems Integration (various) Johnson Space Center


(selected parts) Standard ATTN:SP34
NASA
Houston TX 77058

Figure 16

75
A Success Story at the Social Security Administration
Usability in the Federal Government

Patricia Stoos
Director, Planning and Evaluation Staff
Office of Systems Design and Development
Ms. Pat Stoos, OSDD at Social Security Administration
A Usability Success Story at the Social Security Administration

As you can see from my outline for today's presentation (Figure 1), I want to start with a brief
introduction to the Social Security Administration.

Outline
f :, .
_
/
Introduction to the Social security Administration

The Model District Office - The Beginning of User


Participation in Online Systems Interface
Development

Introduction of Usability at SSA

Current Status of Usability at SSA

Future Plans for the Usability Team

Figure 1

I think when you see the numbers and Rex already started talking about that, it becomes a very
mammoth undertaking. Iwant to also talk about the Model District Office. It was the beginning
of user participation in on-line systems interface development at the Social Security
Administration and then an introduction to usability at SSA, our current status and our future
plans. Most people when they think about Social Security think about the retirement, survivor,
and disability programs.

That's what you hear about in terms of did you get your social security check? Usually that's
what people talk about, but the charter for Social Security includes administering the
Supplemental Security Income Program which is a needs-based program for aged, blind and
disabled individuals. (Figure 2)

78
Social Security Administration
Charter

• Administer Retirement, Survivor, Disability Health


Insurance Program Under the Social Security Act

• Administer the Supplemental Security Income


Program for the Aged, Blind and Disabled

Figure 2

Highlights of SSA*s Workloads

Social Security Numbers


Cards Issued in FY 1994 16 Million

Wage Postings
Number per Year 221 Million

Retirement, Survivors Disability Insurance


Number of Applications in FY 1994 5.0 Million
Number of Beneficiaries 43.0 Million
Benefits Paid in FY 1994 S3 13.8 Billion

Supplemental Security Income


Number of Applications in FY 1994 2.2 Million
Number of Recipients 5.8 Million
Benefits Paid in FY 1994 S24.8 Billion

Changes to Benefit Records


Number of Changes per Year 89 Million

Figure 3

79
Figure 3 gives an idea of the numbers. I don't want to go through each one of them but you can

see some of the —


numbers on our major workloads issuing Social Security numbers, posting
wages, taking claims for retirement, survivors, disability insurance, supplemental security
It's a lot of money and
income. We're talking about millions of events and billions of dollars.
example the last one, 89 million times a year we make some kind of change to a record,
just for
someone's changed their name or they've changed their address, they changed some sort of data
that influences how we calculate their benefits. That's a lot of transactions. And as Rex has
talked about we actually have 16 million on-line transactions per day, 16 million and as you all
know Social Security, just like the rest of government is downsizing, streamlining. We're not
getting additional staff to deal with additional workloads. This is what SSA's operation
organization looks like. (Figure 4)

SSA Operations Organization

1,300 Local Field Offices

37 Teleservice Centers

7 Processing Centers

Office of Central Records Operations

Figure 4

We have 1,300 field offices. Those are the walk-in offices in shopping centers. Many times
people go there to get their Social Security card, to file for claims. We have 37 teleservice
centers. When you call the 800 number for Social Security that's where you're connected and

they can take some simple transactions. They can setup an appointment for you or they can
answer general Social Security questions. We then have 7 processing centers and those centers
are involved with processing our most complicated claims, those are the claims that the
automated systems do not currently handle and those processing centers in addition are
supporting the 800 number. They have some spike units that also take 800 number calls and in
the Office of Central Records Operations, our earnings data are maintained. And of course
earnings are important in Social Security. What you paid in is used to calculate your benefits.

80
The start of user participation in on-line systems interface development began with the
establishment of the Model District Office and that occurred in the early 1980's. (Figure 5)

The Model District Office - The Beginning of User


Participation in Online Systems Interface Development

Established in Farly I05^n*«^;


• Controlled Environment at Central Office
• Staffed by:
Office of Systems Design and Development (Systems)
Office of Automation Support (Operations)
Field Office Employees

User Participating inr


• Analyzing W orkflows
• Developing Functional Requirements

• Testing Software Against Functional Requirements

• Evaluating Hardware

• Writing Procedures

• Answering Calls to the Help Desk

Figure 5

It was a controlled environment at the Social Security Headquarters and it was staffed by
personnel from systems and from operations and we brought in field office employees to help us.
This was our environment to help us test workflows, hardware and software, to help determine
the fimctional requirements and to test that software against those functional requirements. We
also had the users involved in writing procedures and in answering those calls to the Help Desk
which of course we continued to receive. When you look at our budget Social Security spends
about a million in travel and per diem costs for those field employees that we bring into the
central office for activities like what we do in the Model District Office. That's a lot of money
and one of the driving factors to incorporate usability at SSA was to maximize the return on their
investment for those field office employees staffing a Model District Office. (Figure 6)

It's a large investment and we needed to get pay back for that. We also need to ensure the
software meets the needs of the users. We had a lot of success in meeting the functional
requirements but when the software was released it was not always embraced. We need to defme
and test the interface early enough so that changes can be incorporated and I'll give you an

example of one of our experiences in that regard. And, of course, the benefits we talked about
this morning. We need to increase user productivity, improve accuracy, reduce software

development and maintenance costs, reduce user training costs, reduce the number of pages for
printed documentation. Many of our field offices have a very small window of opportunity for

81
training. Generally it's maybe the first half hour of the day before the office actually opens for
the public, but once those doors are opened, there is not an opportunity to take people off the
floor and put them in a room to conduct training.

Driving Factors to Incorporate Usability at


SSA

• Need to Maximize the Return on Investment for Field


Employees Staffing the Model District Office

• Need to Ensure Software Meets the Needs of the Usen

• Need to Define and Test the Interface Early Enough


So Changes Can Still Be Incorporated

• Need Increase User Productivity; Improve User


to:
Accuracy; Reduce Software Development and
Maintenance Costs; Reduce User Training Costs;
Reduce the Number of Pages of Printed
Documentation

Figure 6

82
1

Quality Analysis Team

• Established in 10/93 to Determine What Functions Should


be Performed in the Model District Office

• Recommendations Presented and Approved in 5/94

The primary focus of the Model District Office


is comprehensive usability assessment, with a
lesser emphasis on detailed functional
requirements based functionality testing

Figure 7

So we Quahty Analysis Team (Figure 7) in October of 1 993 to


started with establishing a
determine what functions should be performed in the Model District Office and that team came
back with their recommendation which were presented and approved in May of '94. They said
the primary focus of the Model District Office is a comprehensive usability assessment with
lesser emphasis on detailed functional requirements-based functionality The next step
testing.

we was to establish an Intercomponent Usability


did Team and we had representatives from
system component and the operations component.

83
Getting Started

Intercom ponent Usability Team Established in the


Model District Office

• 3 Office of Systems Design and Development Staff

• 3 Office of Automation Support Staff

* *
Initial Training Conducted for the Usability Team in
1 u/y4

Figure 8

We asked that team to develop a plan on how we were going to introduce usability into software
development at Social Security. So they began their initial training in October of '94 and were
promptly given their first assignment. Now I know that you've heard things that you want to do
when you first get involved in usability and I'll bet these are not the things you think of.

We were directed to evaluate a major software release. It was legislatively driven. The timeline
could not be changed. Congress wasn't going to go back and say, "OK, Social Security, you can
have some more time." The software was already in validation but my boss said, we're going to
hear about it so I want to hear now as opposed to waiting a couple of months. Another piece of
information about the application is that we had a working piece of software that performed that
same function but it performed it for a different group of users and they had different naming
conventions. They had a different workflow. They had different requirements, but we had that
basis software and we said, "We can do this. We can make these changes and make it available
nationwide." Well, like the comedy and drama, the little masks on here; it really seemed to us
like the best of times and the worst of times.

It was a wonderful time in terms of our learning experience and finding out ways we could
improve the software, but it was the worst of times in terms of our relationship with that project
team. They did not receive us warmly. They did not want to hear about things that we found and
we went through some pretty stressful meetings with them to show them, to explain to them the
things that we found. So our first finding is not a surprise. This is not the way we recommend
you start in usability but that's what happened to us so we can't change history. And early
involvement is essential to the success. We had a very difficult time being thrown in at the back
end of a project and of course there's a need to recognize the different user needs. You can't just
take one workflow, one operation procedure in one place and say that's going to apply

84
First Experience with Usability

Directed by Associate Commissioner to Evaluate:


• Major Software Release
• Legislatively Driven
• Software Already in Validation
• Targeted for a New Group of
Users 1

Findin gs:
How Nflt to Start in Usability
Early Involvement is Essential for Success
Need to Recognize Needs of Different Users

... Very Dedicated Project Team Incorporated


Improvements in a Subsequent Maintenance Release
That Has Been Well Received

Figure 9

somewhere else. It didn't work for us. But on the happy side, in the end we did identify a lot of
useful information for the project team and we did convince them to implement a subsequent
maintenance release which had a very quick turnaround. That maintenance release has been very
well received and we consider that to be a big success even though it was painful along the way.
What is the current status of usability at SSA? I like to think that we've "recovered" from that
first experience. We've sort of convinced people that we don't want to do it that way but that
there is a lot of benefit fi-om introducing usability early on in the life cycle and throughout the
life cycle. We've completed six training sessions so there are about 120 people at Social Security
who have been trained We've conducted a number of
in the basic understanding of usability.
evaluations and are continuing more. Here is one particular example to sort of give you a
balance with my earlier example. We had a mainframe system, it was a small system but it was
something that everyone would hit every time they tried to get between applications. We went

85
Current Status of Usability at SSA

• "Recovered" from the First Experience with Usability

• Completed Six Training Sessions

• Completed Evaluations on:

'4 Mainframe Applications


- 2 Client/Server Applications

• Conducting Evaluations on:

- 4 New Mainframe Applications


- 2 New Client/Server Applications

• Developed Memorandum of Understanding

Figure 10

through three iterations with the programming staff and made some improvements each time.
The first time we had users look at the system, they threw their hands up in the air and said I

don't understand what I'm supposed to do. How do I


where I need to be and in the end
get to
we've implemented the system in pilot in mid January, so it's been there about six weeks and
we've gotten very positive feedback from the pilot. In fact, we have no recommendations for
improvement in this particular piece of software which I think is pretty phenomenal. We're also
in the process of developing a Memorandum of Understanding which hopefully will be signed
next week between the operations component and the system's component laying out our rules
and responsibilities, laying out the process for usability and our future plans.

We're working on some specifications for a usability lab. We have a facility, a Model District
Office where we continue to do our usability work but we don't have a lot of the automated
support that we'd like to have so we're in the process of doing that. Of course we have some very
tight budget times right now and Social Security is one of the agencies that does not have an
appropriation yet, so we don't have a lot of money available, but we're putting together
everything we can in the meantime. We're working on putting together some style guides and
some processes for including the developers in determining the style guide standards. We're
continuing training and working with informal methods of meeting with project teams and with
staff meetings with our senior managers. We're also looking at some remote testing. We have a
group of employees in Auburn, Washington, who have assistive devices to help them use our

86
software and instead of the expense it would take to bring in that expertise to bring in that
equipment, we're lookin are also developing a Test Case Library and perfecting our data analysis

Future Plans for the Usability Team

Usability Lab

Style Guide

Training

Remote Testing

Test Case Library

Data Analysis and Presentation

Staff

Figure 11

and presentation techniques. I think that one of the things we found with our earlier experiences
is actually providing the data to the team and to our managers to convince them that the changes
were needed. We're continuing with staff development. I'm looking forward to bringing in some
additional staff although right now of course we have a hiring freeze so I'm not able to do that,
but I do have a commitment fi"om my boss that in the future we will be able to increase staff in
the usability area. That's where we are at Social Security.

87
Focusing on Usability
at the
Federal
Intelligent Document Understanding
Laboratory:
A Success Story
Theresa A. O'Connell

PRC Inc. Federal IDU Laboratory


1500 PRC Drivt
Tysons Inumational Plaza It
MS5S3
1921 Gallows Road. Suiu 800
McUaiuVA 22102 Vernon: 29 November, 1995
VUmia,VA 22182
7Q3-5S6-10S2 (PRC) Control No. FIDUL-960009
703,827-2220 (HDUL)
oconneUjeri9pre.eom
ioconn4U9idulab.gov
Mtnl OU LMbOfWtery
Ms. Teri O'Connell, PRC
Focusing on Usability at the Federal Intelligent
Document Understanding Laboratory

What I am going to be talking about today is how the Federal IDU Lab came to focus on
usability testing. There are two parts to the Federal IDU Lab. There's a research section and
then there's also a testing and evaluation part. I'm part of the testing and evaluation section. The
FIDUL mission is to test and evaluate what we call "Intelligent Document Understanding
Technologies".

FIDUL Mission
• FIDUL Mission
- IDU Testing &Evaluation
- "First of a kind" integration & demonstration
• Original emphasis on functional testing
• Focus shifted to usability

'^^^ 2 F0d»m IDU Labontafy

Figure 1

These include things such as (at this point) optical character recognition, machine translation and
document detection. Most of the products that we look at have something to do with foreign
languages so we come across a variety of writing systems —Chinese traditional and simplified,
Arabic, and Cyrillic. We also come across some unusual operating systems such as Chinese
Windows. We see products that are at the very beginning of their development cycle and then
we also have people walk in the door with products that are completely shrink wrapped. We test
and we evaluate to help the government make decisions on continuing the research or perhaps on
buying these products for use in government offices and then later there is an expectation these
products will also go out beyond the government. When the original RFP went out for the
testing and evaluation part at the FIDUL, there was no mention of usability in it. The original
emphasis was on functional testing, on performance testing, that type of thing. However, this
focus shifted to usability.

90
So, what I'm going to be talking about today is a double success story. First,I'll tell you how we

successfully participated in this shift of focus and how the FIDUL is successfully practicing
usability, testing and evaluation. We'll talk about how I first had to sell the idea to PRC
management and then how it fell on very fertile ears. We were very lucky in that the government
sponsors knew all about usability testing But, when they began to buy into having this be the
.

focus, we had that same message that we've already heard about earlier today, sure do it, but no
extra money. Do it in the existing budget. Do it within the existing facility, and by the way,
make sure you stick to the original objective of the lab, and, of course, we want this done
according to the scientific method.

Buy-in from AU Stakeholders


• Middle management buy-in
- Usability testing saves money for developers & consumers
- Scientific findings validate testing process
• Upper management buy-in
- Usability is not just "value added"
» Relevant & rigorous scientific process
• Consistent methodologies
• Repeatable processes
» Metrics-based findings
- A unique, practical and "can do" focus
• User buy-in
- Listening to end-users
- Acknowledges user importance
- Users drive test tasks & test materials collection
- Users can have an impact
3 Ftdtnl IDU Latontory

Figure 2

Now when I talk about buy-in from all stakeholders here remember this is a double success story
so Figure 3 shows more than our strategy, it also shows the benefits that we are actually
experiencing right now. The FIDUL came into existence only 6 months ago, so these things
have been happening very, very fast for us, as we work with developers and consumers. The first
thing I had to do at PRC was to get that middle management buy-in. And you notice this is a
rather strange way. I go from middle management to upper management to end users. I did that
on purpose because this in real life was the way that I saw it, having to sell the idea of usability
in real life is the way I see us having to solicit user involvement. We always go first to middle
management. They get the OK from upper management and then finally we get to talk to those
end users. I had to convince the PRC management that usability was a good idea. I had to talk
to the people who were going to be managing this project and I also had to talk to other people
who were on the team. I found myself talking to software engineers and to computational

91
linguists who have a very definite idea of what usabiHty testing was. It was smoke in mirrors. It

was a waste of their good time, and we really shouldn't even be talking about this, but OK, we
will politely listen to you.

I started by doing briefings and honest to goodness I really did have a slide in my first briefing
that said, usability testing — And the answer to that was of course
or science to start there.
science. I found that by pushing method with scientific findings, that would
this as a scientific

actually validate the testing process, I was able to open their ears. When it came to upper
management, I had to show this was more than added value, because you have to remember we
had already won the contract, and they already had a very good idea of what they were going to
give the government. We were going to give the government what we had talked about in our
winning proposal. We had not talked about usability so before they would even let me talk to the
government about usability, I had to prove to them that this was something that we needed. I had
to demonstrate a relevant and rigorous scientific process. I had to show them that my
methodologies were consistent. I had a notion in mind of things that could be repeated over and
over so that I could get consistent results that end users and that the developers and that the
customers would be able to depend on understanding and knowing what kind of things I would
be talking to them about. Most of all that these findings would be metrics-based. I had to be
very "can do." I had to show them we can do this without having to buy lots of equipment. This
is a benefit. This is not a burden.

Finally, we got to the point in each of our projects when we were talking to users, getting the end
users to participate. There was an automatic buy-in firom end users. There never has been, so
this was something that we had to work on and we worked on it first by listening to them. With

every single project that we do, we start by going to their offices. We start by sitting down with
them at their work stations, talking about their needs, their expectations, not only for the products
that we are testing, but overall, their hopes for the future. So we started by listening, this means
doing the requirements analysis based on what we hear fi*om our end users. Well, this sometimes
gets us back to middle management where they tell us, "There's no such thing as an end user.
You're coming here, you're talking about a system where you start with a piece of paper in
Chinese and you end up with something in English. Nobody has that. There is no end user for
that."

So we tell middle management, "Well, you know the way that we got the idea for this system
was when we were testing Chinese OCRs, they told us, 'you know the ultimate beneficiary of
this product is not somebody who speaks Chinese. It's not even somebody that normally does

we
'

optical character recognition. It's an analyst that speaks English,'" So, obviously could see
that there was a need here for machine translation for something to help these things get
translated a little bit faster. We were able to go in and sit down and we talked to middle
managers and they say, "Well, you know so and so over there needs to have Chinese to English
translation. Go talk to him." We have identified a potential end user. This is a very big step for
us because if we need to start with end users, we have to identify them even when the product

that we're going to test has never existed, when those people have never heard of it, when they've
never even dreamed of it.

We found that we have had wonderful success doing this, and as the people at the FIDUL started
to really buy into usability, they wanted to have these users places where they never were before.

92
For example, we had actually brought end users to a government factory acceptance test. We've
been able to bring them in and have them talk to the developers and explain them things that
to

we in our reports and with our charts and all of our reports could not convince them of For
example, we had to develop our optical character recognition system. This system translates, so
we brought in our end users and we tried to tell them when they see "translate" they are not
going to understand that we're talking about translating from a TIF image to a text image. These
are people who think of translating as from language to another. So I told them this, but the head
of the project would not listen to me. I brought end user number one in. "What does translate
mean to you?" "Well, that's when you start in Chinese and you go to English." He still didn't

believe it. I brought in end user number two. "What does translate mean to you?" Well we did
it, by two end users. We didn't have to go back and bring in more end users, so there is a benefit
there to them.

Objective: Meaningful Data from


Real Users
• Usability goals track to FIDUL mission
• Is the product usable?
- Empirical behavior captured
-Measurable performance expressed in quantifiable
data
• Is the user satisfied?
- Subjective input expressed as quantifiable data
How can the product be improved?
lllllllll
- User feedback

Fmitnl IDU UJiontory

Figure 3

We did something that had never happened to these end users before, we acknowledged their
importance in the development process. We acknowledged their importance in the decision
made by people who never had any contact with them as to what products they are going to be
using in their work place. We showed them that they can drive not only that fmal decision but
they can drive things earlier on. When we do our test plans, our scenarios are directly driven by
user input. They absolutely reflect what the users do. We had a very interesting situation by
letting the end users drive the test process. We also used materials taken from their own work
places. Going back Chinese Optical Character Recognition System, they reported
to that

wonderful, wonderfiil accuracy rates. When we brought in our end users with their own

93
materials, those accuracy rates plummeted. It turned out no OCR system in the world can
accommodate every character there is in Chinese. It's simply impossible, not even Microsoft,
Chinese Microsoft Windows can accommodate every single character. The characters that they
had chosen were not the characters came up over and over again in the work place, in the
that

materials that the end users really needed to use so we were able to show that to them. They
thought they had a solution in place. They said well the users can build a dictionary. They can
build a dictionary that holds up to 20 characters. Our end users kind of went like this, "20
characters. Don't even start to talk to us until that dictionary can accommodate a minimum of 50
combinations of two characters each. That's what we need." We were able to show them this
will take care of this low accuracy scores and the end users could see they would have an impact.
Also, there's another reward that our end users get, we send a nice letter to their managers later

thanking them for this time you gave us with your users. It was worth it, and they did a very

good job. This letter goes into their personnel files. So what is our objective?

Role of Anecdotal Data in a


Scientific Process

• Derives from documented scenarios

-User-focused feedback
- Generated by users' needs
• Tracks to specific tasks during testing
• Explains quantitative data
• Identifies new areas for R&D

Ftdtnl IDU LMbontofv

Figure 4

Obviously, it has to track back to that final mission that we talked about earlier. Now when the
developers or when the people who tried to sell this product to the government come to the
FIDUL, they say "Look, this product goes, and does this," and we come back with two very
painful questions. We see how nice it goes, but can the user make it go?And number two, is the
user satisfied with how he or she can make it go? In the end, we can show how these things can
be improved based on user feedback. Now I have these pictures of this equipment around here.
Our very first test we did with a borrowed hand held timer and a borrowed tape recorder. In the
end after that test, our sponsors did go out and buy us all sorts of equipment. They really did see

94
the value of what we were doing so by starting off small and doing it with just a few very simple
toolswe are slowly but surely working our way up to a real usability facility. We do not yet
have a place because when the original plans were done, there were no plans for a usability lab
but

there is a lot of talk about eventually having a usability lab. So we used a scientific process and
we obtained quantitative data. So what is this anecdotal data that I'm talking about here?

It's what people call qualitative data. I found that developers don't like to hear that word
"quality." It's very judgmental. This is what's wrong with your product, but then everybody
loves a good story, because when I first started talking about anecdotal data the reaction of the
developers was very interesting. We had been showing all the charts and all of the tables, all the
things that you usually do and I said to them, "Now, would you like m.e to share some anecdotal
data with you, ways that you can make these scores go up?" So it was like when Merrill Lynch
talks; the entire attitude changed. They leaned forward and they listened, and something magic


happened where we had a rather confrontational situation this is your bad score, this is your

good score, this is your bad score rather head to head confrontational. Suddenly we were

The FIDUL UsabUity Methodology:


Six Steps
Data i><^.o^^
• 1 Observed structured interaction
- Think aloud
- All use same user-defined corpus
• 2 Observed exploratory interaction
1
- Think aloud
- User provides own 2
materials
• 3 Questionnaire
- Structured questions
- Open-ended questions
3
/
• 4 Interview 4
• 5 Record critical incidents

- Discrepancy reports 5
• 6 Heuristic evaluation
6
Fedtnl IDU LMborwtory

Figure 5

partners. was sharing with them ideas from real end users, experiences of real end users on
I

how they could make their products better. Now this anecdotal data tracks back to specific tasks
during testing. It's collected while the users think aloud; it's collected in user questionnaires. It's

used to explain the quantitative data, but it also does something else that is very near and dear to
the hearts of our developers. Instead of looking at things as "this is what this product is lacking,"

95
they are able to go back to their sponsor, the government sponsor afterwards and say, "Look,
your end users, your government users say, 'This product needs this.'"

This was not in anything we originally talked about. This is a new area for R&D and they have
demonstrated a documented basis to go in and request that more R&D be done, and actually I
think it's the other way. I have seen the people at the FIDUL say, "Ah, look, this did not show up
any place in the product when we first talked to the developers but the end users are asking for it.
Developers, are you interested in this R&D?" Well, I think you can guess what the answer to
that is on the part of the developers: yes, they are. So we end up with this methodology. These
are things that all of you do but the thing about this is that this is a consistent and a reliable
methodology. These are the bare bones of our repeatable process, a definite place to start.

We need this because when we started in June, we had no usability testers. Then we had one,
now we have two. I am very confident that very soon we'll have four. We started out with
absolutely no advisors. Now we are building this Advisory Board. We have people, good
people like Rex Hartson and Astrid Nielsen who are both here speaking to us today. We are
building our team so we need a structure that we can point to and say this is what we do. The
aim was to be comprehensive but of course some tests don't use all of these steps, some tests

repeat them. For example, when we're doing field testing, we do more than one questionnaire.
When we take this method and use it, for example, in a test where we actually bring people into
the lab to drive a product or when we go out to their place, an end user can really get through this
in less than one day, in five hours which is a very attractive thing to middle management.

We start with a structured interaction and think aloud. During the structured interaction,
everyone uses the same corpus, the same set of test materials. This corpus is developed starting
with materials that come from the work place. We collect quantitative data on things such as
error rates. Also the time that it takes to initiate a task and I say initiate a task because we have
to be very careful that what we're measuring is not the power of these exotic operating systems.
We have other people in the lab who do that functional end performance testing. Then we go on
to what we call observed exploratory interaction. This is simply test driving where we sit back
and don't interact with the end users as much while they think aloud and test the material, their

own material that they brought in addition to our test corpus which is completely and entirely
from their own individual work places trying to get the system to do things that they want it to
do. The questionnaire has those structured questions which will generate quantitative data and
open ended questions which we use to collect what we're calling our anecdotal data. This is
followed up by an interview. An interview is very important for us because so many of the
products that we use are foreign language products, so many of our end users are not native
speakers of English. Some of them feel more comfortable speaking on a one to one basis than
they do in writing down answers. We do everything we can to elicit as much information as
possible from the end users.

Through all of these steps we record critical incidents. Critical incidents are anything that
impacts the way the user interacts with the system. We write these up in what we call
discrepancy reports and then we have a Board that meets and we rank these problems so we can
go back to the developers or to the people who are selling us the product and say look, this is the
most important thing that you have to fix and this is based on end user feedback. Also we do a
heuristic evaluation of the interface. This is based on comments from the end user and on our on

96
expertise as usability testers. So the bonus is that by focusing on the end user, we get a
methodology we can use for a variety of technologies, a variety of writing systems, totally
independent of any platform and which meets the final goals. Our pay-off is that we've met the
goals plus we get a meaningful assessment of the product maturity and its suitability in the work
place.

Pay-off: FIDUL Goals Fulfflled - Plus.,


• Meaningfiil assessments of
- Product maturity
- Product suitability in the workplace
• Constructive user feedback for product improvement
• New R&D areas identified
• Contribution to systems integration of IDU technologies
• Exposure of technology to real end-users

• Buy-in from stakeholders for new IDU technologies


• Realization that IDU application can meet all specs and
requirements but still not be a useful application
• Conclusion: usability T&E is necessary and beneficial

Monf UHJ LMbontory

Figure 6

We have constructive user feedback for product improvement. We've identified those new areas
for researchand development. We've also been able to contribute to systems integration of IDU
technologies. We've come up with ideas based on end user feedback for systems that start with
paper and end up with document retrieval systems and incorporate machine translation. We get
buy-in fi-om stakeholders for technologies they had never heard of before, stakeholders being not
only those end users but their managers. All of this grows out of the realization that these
applications can meet all the specs and requirements, but we demonstrated that they can do that
but still not be useful. The conclusion is that this testing is necessary, it's beneficial. It's a
worthy focus for our testing and evaluation and we ended up with a situation where we have a
Federal lab which is using usability criteria as a basis for making decisions on continuing
research or purchasing products.

97
'TIGERS" Human Engineering Methodology

i/ifnr
B a Tiweer eomfttny

TIGERS
Tactical Information GUI Engineering
& Requirements Specification

A Successful Usability Enginssring Methodology:


Teaming Industry and Government in the Development
of the NATO Seasparrow User Interface

Daniel Wallace & John Dawson


Vitro Corporation

D«v*lop«d undsr US Navy eomnels:


N00024-S1-C-5133 k N00024^-C-5402 (NATO SMtp.wrew)
N60921-93-D-A142 (A(>vtnc*d Imtgratwl Electronic W«r<«r* Systom • AIEWS)
Dr. Daniel Wallace, Naval Surface Warfare Center
TIGERS - A Successful Usability Engineering Methodology

This program is called TIGERS (Tactical Information GUT Engineering & Requirements
Specification). The importance of each element of the specification was chosen specifically
because we are dealing with tactical information systems. We developed this usability
engineering process for combat systems. We have engineered the graphical user interfaces and
specified the requirements specifically and objectively so we have a means of tracing the
requirements from start to finish to ensure that all of those are successfully integrated into the
end product. TIGERS was developed at Vitro in collaboration with John Dawson, a systems
engineer and Barbara Rostosky fi-om NATO Sea Sparrow Project Office. I cannot emphasize
enough the importance of having a good government sponsor who will force the contractor
developing the application to implement the recommendations coming from a human factors
engineer.

Introduction

Problem
• GUI* design is often left to an isolated software engineer
• Post-MIL-STD/COTS acquisition environment has left a procedural
vacuum for assurance that the system HMI is usable
• Commercial standard ASTM F 1337-91 defines products, but does not
articulate the process or the tools necessary to execute it

• There exists no official tool set to define operator HMIs

Solution
• Provide integrated team of software, system, and human factors
engineers, and subject matter experts (SMEs)
• Adopt a structured, top-down engineering approach (ASTM 1337}
• Document the approach taken and decisions made (OSDs**, Matrix)
• Validate effectiveness of process (Review, Workload, & Usability)

We Define a Proven, Low-Risk/High-Payoff Process


Applicable to Virtually All Systems Engineering Efforts

'GUI > Gnphieal User Inlwfae*


"OSO > Operation*! S*qu*ne« Diagram

Figure 1

Often the development of graphical user interfaces is done by an isolated software engineer.
(Figure 1 ) He knows how to code the system to accomplish a particular task but he is

100
systematically different from the end user. We have also found that the post MIL-Standard
environment has left a bit of a procedural vacuum. There was a commercial standard mentioned
earlier in this symposium, ASTM F 1337-91, which defines products that are important in a user
interface development process. The products, however, do not necessarily address the process or
the tools. Our solution to this was to provide an integrated team of software engineers, system
engineers, and human factors engineers, as well as a core group of about three subject matter
experts who we worked with closely from requirements all the way through usability testing.

'TIGERS" Human Engineering Methodology

r
Software Engineers as GUI Designers
i/itra
Tneor oomptny
S a

Software engineers differ systematically from the


population as a whole in their understanding of the
graphical user interfaces (GUIs) they design:

• Software engineers process information, or think, more analytically


than the typical operator (structure)
• Software engineers execute processes more in terms of production
rules than the typical operator (execution)
• Terminology used by the software community has systematic
differences in meaning and connotation (terminology)
• Software engineers have different expectations of system
capabilities (system model)
• When a software engineer (or anyone else) becomes a 'system
expert', he or she maintains a biased perspective (experience,
stake, & interest biases)
• The system will always be 'usable" to the designer (intimacy)

These differences can translate to usability problems If

not addressed early and In a stmctured approach

Figure 2

This figure (Figure 2) describes how software engineers differ from software users. These
differences occur in how they structure a problem, how they execute their system model, their

intimacy with the system, etc. All determine how they design the interface and are all
ftmdamentally at odds with the way the end user is going to be interacting with the system.

Another issue is We have increasing pressure to use


the acquisition environment. (Figure 3)
commercial off-the-shelf (COTS) technologies and products. We have strong impetus to reduce
staffing while at the same time, enhancing the capabilities of these systems.

101
The system we are using as an example is the NATO Sea Sparrow Surface Missile System. It is

a self-defense missile system currently in the fleet that is basically a Navy version of the Patriot

self-defense missile used in the Gulf War. The system is being redesigned to move from a

Acquisition Environment
B a Tneoreemptay

Within tfie Navy's major tactical system acquisition efforts


there is an emerging paradigm characterized by:

• Integration of emerging technologies and COTS


• Reduction in marviing levels
- Increased levels of automation

- 'Supervisory Control" operator models


- Management by negation

• New and enhanced capabilities (more assets to manage)


• Transition to a software defined interface, and the recognition of a need
for revolutionary, not evolutionary re-design of HMIs

For example,
AIEWS
• Reduction in supervisors from 3 to 1 - New, special purpose sensors
- Increase in assets for each - New countermeasures to manage
supervisor to manage (2 illuminators - Multiple decoys
and 1 launcher to 6 and 3 respectively - Increased integration with 02
• Increased combat system integration

These requirements can be met if supported with


clearly articulated expression of those requirements
in an unambiguous, tool-supported fonmat.

Figure 3

102
TIGERS" Human Engineering Methodology

r
1^
SS * Tnar cemptny B
ASTM F 1337-91

ASTM F 1337-91 Identifies the following "Human


Engineering Activities" that shall be part of the
human engineering program:
• operational Requirements
• Mission Requirements Analysis
• System Requirements Analysis
• Function Definition
• Function Allocation
• Equipment Selection
• Human Engirieorinjj System Analysis Report (HESAR types I & II)
• Gross Task Analysis
• Critical Task Analysis
• Human Engineering Design
• Studies, Experiments. Laboratory Testing (element level)
• Test and Evaluation (system level)

The process defined here supports in whole or in part


each of the activities identified above

Figure 4

r
Top-Down Engineering Approach
s • Tnareompmiy

Although there is greater initial usage in assets,


in the long run, a top-down approach:

• Is more cost effective

• Has less risk

• Is more adaptable

• Reduces system testing

• Is more integrated

'
FiDin: Elmwm ot Syitwns Antlyss. Gora & SliAb*. 1963

Figure 5

103

TIGERS" Human Engineering Methodology

Elements of GUI Development Process


•^gjfg^'
• Functional Requirements / Operator & Mission Level

• Process Overview

• Functional "Thread" for each Functional Unit

• Operational Sequence Diagrams


- Decisions

- Data

• Extract Display and Control (D&C) Requirements & Define Human


Engineering Principles Associated with each D&C Requirement

• Traceability Matrix of Display arxl Control (D&C) Requirements

• Workload Analyses

These articulate the HMI definition to the degree


necessary for review, validation and adjudication

Figure 6

dedicated console with push button indicators and a rather clunky interface to a dual color work
station with a graphical user interface. ASTM
1337 (Figure 4) articulates some of the activities
and products that should be developed and to support this effort have been implemented in our
TIGERS process.

First, we are very much committed to a top-down approach (Figure 5), engineering approach. A
user interface like any other software needs to be designed in a disciplined engineering fashion
more science than art although clearly there is an art aspect to it. Note that the problem with a
top-dovm approach, however, is that it is heavily loaded initially for investment but funding
schedules tend to follow the bottom-up (see chart) curve.

104
Overview of GUI Development Process
i/itra
Incor oomitmy
a
Mission Operator
Requirements Requirements

Threads OSDS
Description of task:
•Current
• Proposed
v
Identification of f urwtions


Decisions
Data
^ I
1
Guidance j,^
D & C Requirements

Transfer to Matrix Develop Detailed


— OSDs
Track Design
(& Compliance)

Update Guidance
Usability I

Testing
Update OSDs & Design
Specifications With Actual Design
- Provides a Record of HMI

Figure 7

Some of the fundamental elements that we deal with in our process and that we applied to Navy
Sea Sparrow are outlined in this chart (Figure 6). We started very early with the functional
requirements from the project office level. That is, asking the question, "What do we expect the
system to do?" The project office vision was rather simplistic: no reduction in functionality that
we currently have. As engineers, we had to articulate the functional requirements by bringing in
subject matter experts and asking how to translate this into a prehminary specification or an "A
Spec." The subject matter experts were asked about expected functions and what the utility of
each function was. Next we articulated an overview of the process, at a very high level, just on
two sheets of paper. We took this to the fleet and reviewed it, to validate that these were the
anticipated functions. As soon as we got validation at that level, we were able to create a context
or a functional thread for all of the tasks that we anticipated for the operator. Once again, this
was reviewed by the fleet which modified it and identified the tool that we needed to actually

develop operational sequence diagrams. From those, we generated articulated the decisions that
the operator had to make and the data required to make those decisions. We applied guidelines
from the human factors literature to create the display and control requirements to facilitate the

execution of these tasks by the operator. These were placed in a traceability matrix and workload
analyses were performed.

The overview chart (Figure 7) shows the GUI development in relationship to the requirements

development process.

105
TIGERS" Human Engineering Methodology

V/fnr
1 1 Tiwcer eompany

GUIs Are Provided to Support


DECISIONS

Decision-Based Philosophy of GUI Design:

Adding a disciplined engineering approach to an


area that has traditionally been more "art" than science.

Figure 8

The philosophy driving all of this is to recognize the operator's role as the design is developed.
This is especially important in this case for a real time combat system. The interface is there to
facilitate the making of decisions. (Figure 8)

The operational sequence diagrams (OSDs) are made up of task units (Figure 9) where we
identify the decision or function to be performed, articulating explicitly what the cue was to the
operator that something needed to be done. This is not necessarily an external event. It may be
an internal event, but we identified all events explicitly. We did this by once again going back to
our subject matter experts and asking what information they look for to make that decision. The
format they expect that information to be in, and then generated the control requirements that
were necessary.

Here (Figure 10) we have the interaction or the actions that the operator is performing with the
interface itself. The task, the data requirements and response all go into the format options.

We can fold this information back into our OSD's now (Figure 1 1) with the actual display
elements that are going to be used by the operator. This is a very useful tool, because once the
OSD's are developed we can take them to the fleet again for feedback are being made and what
information is being sought.

106
r
Operational Sequence Diagram Tasic Unit
a-jfffg^
• Tnoet company

Decision or Information Control


Function
Action Cue
» Requirements Requirements

Information neaded to
forFunction to psrform I ^ f Obs«fve... \ * make decision & controls
I decision to bo mada I "I (ApproprtatB display)
J to initiate action

Figure 9

We were able to get validation from the fleet (Figure 12) about the tasking and display.

The workload analyses are described in the next set of charts (Figures 13-17). It is based on the
use of a tool that assesses the tasking interactions as well as usability testing with representative
operators. The analysis also includes a determination of task suitability for automation or human
control.

107
TIGERS" Human Engineering Methodology

r Display Format Options


rra
9 J Jnoar eomptny

Function to partorm ^ ObMfva inlormatJon naadad to


( [ ...

I or dadsion to ba macto I [Appropriata


[Af display]
maJta dacision & control*
to Inltlata action

\ /
DATA REQUIREMENTS
TASK
RESPONSE

Data Display
Format Options

Figure 10
r
OSDs Married to Design
« Tneer eemptny

ObMTV*
Function to parfonn [Approprlat*<ji»play]
or dacislon to b« mad«
& extract rsqulrW
intofmation

Figure 11

109
TIGERS" Human Engineering Methodology

f \
Sample Operational Sequence Diagram
-y/gfgfgf
— J Jneor oompany

Figure 12

(intentionally blank)
r
Application and Usage of OSDs
• Tnooreomotny

• OSDs provide "System" process definition


- Reviewed and validated by user (fleet) representatives (Ongoing)

• OSDs support identification and derivation of D&C requirements


- Primary driver for workload analyses

• OSDs provide a yardstick for assessing emerging D&C design(s)

Provides tool for evaluating the D&C design process

Figure 13

The traceability matrix (Figure 1 8) is an important part of this process because it forces us to
articulate explicitly what the requirements are, what drove the requirements, where they have
been allocated in the interface, how they are utilized by the operator, whether they are a transient
function, on call, or full time. The matrix also includes the principles associated with
implementation and any software trouble reports or software requirement specification
references.

(Sample Traceability Matrix is blank in proceeding per speaker.)

Here is an example of a traceability matrix that we used for NATO Sea Sparrow. What is

important is being able to trace every single requirement, show where in the interface has been
implemented and how it is going to be used. A programmer can then take this matrix and
pictures that we use in design guidelines, and actually code an interface that has already been, in
part, validated by the users by going through this process.

With respect to usability testing (Figure 19), after we had done this iterative process using pieces
of paper and mock ups, we, just a few months ago, took the prototype system to the fleet with
representative operators. We used 10 operators with representative scenarios. We collected
these measures.

Ill
The approach in the interface was accepted or validated by the fleet and we were able to
get a

good collection of specific recommendations that we could then take back to Raytheon
who was
Also, we taped the
coding the interface. Here are some sample recommendations. (Figure 20)
sessions to show to some of the developers. Note that we had some of the Raytheon
representatives there at the usability test with us and they became some of our
greatest

champions as we were going through the negotiations of the final design specification and it was
very effective.

We have a matrix showing how our process addressed each of the ASTM requirements.
(Figure 21)

In summary, see figures 22 and 23.

TIGERS" Human Engineering Methodology


'
"ygfpff Workload Analyses
ae J Iracar company

Workload analyses help ensure that the defined interface will support the
operators as intended and expected

• Planned as a computer-based effort driven by OSDs


- Allows assessment of parallel tasking
- identifies interactions and conflicts

- supports 'what IT analyses

- validates allocation of functions between operator & system


• validates allocation of data and controls to human information
processing channels

• Validated through realistic, structured usability testing with


representative operators

• Primary candidate for computer-based workload analyses is the


Workload Analysis Aid (WAA) tool

Figure 14

112
WorMoad Determinants
rm
s t Tfteer eamptny

Stimuli
Tasl< Unit Task Unit |-»^Task Unit Task Unit
(Scenario)

c Task Unit Task Unit

Task Unit

• How Often?
• How Long?
• How Critical?
• Which Infomiation Processing Channels?
• Which Output Channels?

Figure 15

113
TIGERS" Human Engineering Methodology
s

Figure 16
H >!» 4H bn iin
t iKC <>«i»ulr-.>

115
TIGERS" Human Engineering Methodology

r
Automation Analysis
— a Trwear oen\t>my

I
Human or Automation? 1 1 Human or Automation? 1 1 Human or Automation?

Stimuli
Tasl< Unit Task Unit Task Unit Task Unit
(Scenario)

] Task Unit
^
\ \
Task Unit
|
-» >

Task Unit

• How Intensive?
• How Definable ("Finesse" or "Rote")?
• TInne Constraints?
• Appropriateness for Human/Computer Processing?
• Workload?

v.

Figure 18

116
( \
Traceabiiity Matrix Allocation
-^gfg^

• Enter all defined D&C requirements in Traceabiiity Matrix*


• Add 'derived* requirements as appropriate

• Fill in matrix to reflect


- "A-spec" requirement
- allocation to SW HW
/ / human
- fufKtional areas requirement supports
- needed full-time', transient, or "on-call" (F,T,0)
;

- human factors principle (guideline reference)


- irnplementation in interface
• STR (as appropriate)
- SRS reference
- etc....

Figure 19

117
TIGERS" Human Engineering Methodology

1^
— a Tncer company
Sample Traceability Matrix

Figure 20

(intentionally blank)

118
r
Usability Testing
I • Tneoroomfmf

• Representative operators (1 0 Rre-Control radar operators)

• Representative scenarios

• Relevant measures:
- time to initiate task (salience)
- time on task (efficiency)
- time on task (effectiveness)

- frequency of errors
- type of errors
• preference data
- critical incident analyses

1/10/lt

Figure 21

119
TIGERS" Human Engineering Methodology

Usability Results
-^gfpff

• Operator acceptance of approach validated

• Data required by operators was (mostly) validated, but location of that


information was sub-optimal in some cases

• Implementation of certain display elements needs re-engineering: e.g.


- radar cutouts should be displayed on the map display as a default

- contrast between land and sea was too great on tiie map display
- operators desired to "hook" a target from the engagement schedule
- operators desired to Iwok" a target from any alert pertaining to that target
- auditory cueing for critical alerts is needed for salience
- some actions mat are required from the operator on the basis of a critical
alert should be executable from that alert
- certain data fields that the operator has to enter in some forms can be auto-
filled with default or related data
- operators desired to have search return data displayed directly on their
map display (to correlate with existing tracks)
- etc.... -1 60 distirtct design recommendations

Final design specificationagreed to by both contractor


and Government human engineering activity

Figure 22

120
r
Supporting Products for ASTM 1337
-\fiiro

out XOi»»n uaomt^


»<a»iri


• •
• • • •
• • • •
^wnlii Ml cm III • • •
t^i^mmt. TMiiTlm • •
ttorcn lfi#n«nig Syium
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ftMTMiMyilt •
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tlM«H tl^MdllHII^ L—HW) • •
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Figure 23

121
TIGERS" Human Engineering Methodology

' Application and Usage of Collateral Products


-tfgf^f

• Requirements traceability matrix provides mapping of system


requirements (A-spec) to D&C elements, human engineering
principles, display implementation and, ultimately, the SRSs

• Matrix reflects articulation of HW SW / Human function allocation


/

• Guidance document provides design parameters for Design Agent


- Not necessarily desian requirements
• Recommends optimal display principles
- Provides 'compliant' implementation

Primary tools for tracking, auditing and


documenting the D&C design process

Figure 24
Applications for OSDs
s « Tneer eompmty

TRAINING ACTIVITIES

DOCUMENTATION ACTIVITIES
MAINTENANCE ACTIVITIES
COMBAT SYSTEM INTEGRATION ACTIVITIES

COMBAT SYSTEM OPERATIONS ACTIVITIES

Figure 25

123
sadiiitv Enqineering in Europe

Nigel Sevan

NPL Usability Services


National Physical Laboratory
Teddington, Middlesex
TWllOLW, UK

Nigel@hci.npl.co.uk
Tel: +44181-943 6993
Fax: +44 181-977 7091
Dr. Nigel Bevan, NPL
Usability Engineering in Europe

OK, let me begin by telling you what I'm doing. I'm head of the usability group at the National
Physical Laboratory in the UK. It's a pretty similar organization to NIST, except we have been
doing work in this field for a long time, around 20 years, so we've built up quite a bit of expertise
and in particular we have developed methods for usability specification and measurement. I'm
also involved in a number of collaborative European projects. There is funding in Europe to
bring together research organisations and industry working on precompetitive collaborative
research projects, and it's one of these projects (MUSiC) which funded us to develop usability
measurement methods. I'm currently involved in new projects to disseminate usability
information in Europe, and I will use these to illustrate some of the European prejudices to
usability.

While we are waiting for other people to arrive, why don't you tell me a little bit about what
you're doing.

126
MUSiC
Measurement of Usability in Context

MAPI
IMUSiC'Assisted Process Improvement

INUSE
Information Engineering
Usability Support Centres

RESPECT
Requirements Engineering and
Specification in Telematics

Bmn NPLUMMKyStntDU 2

Figure 1

[audience responds]

Sevan: Good. First of all the European legislation which impacts on usability. Some of you
may be familiar with this — ^the European Commission Display Screens Directive. It is

implemented as health and safety legislation in European Union countries. This primarily deals
with hardware ergonomics: the keyboard has to be adjustable, no reflections on the screen, your
chair has to be comfortable and the desk has to be the right height. In addition to these
ergonomic issues, it requires that systems are easy to use. I think that in Europe we just have a
great respect for standards compared to the US. Organisations respect legislation intended to
protect the health and safety of office workers. International standards on ergonomics provide
the foundation for these regulations. If an employer complies with ISO 9241 (Ergonomic
requirements for office work with visual display terminals) they will also meet the requirements
of the legislation.

Being involved in the development of international standards myself, I have got the impression
that that the last thing that the American industry wants is international standards. The European

127
legislation could be said to outlaw the use in offices of command-line operating systems like
DOS which do not implement the principles of software ergonomics.

For UM from «wly in dovctopmont:

Usability Context Analysis Guide NPUHUSAT


• the guide to Identifying key characteristics of users, tasks
and the technkuil, physical and organisatk)nai
environments in whk:h a product will be used.

For uMr-bSMd svaluatkm of prototypaa or tanplwiMntad ayatama:

Performance measures (observed usability) NPL


• Performance Measurement Handbook
• DRUM software (Diagnostic Recorder for Usability
Measurement) and handbook

User satisfaction measures (perceived usability) ucc


• SUMI (Software Usability Measurement Inventory)
questionnaire and handbook
• SUMISCO analysis software

Measures of cognitive workload (mental effort) TUD


• SMEQ, TLX questionnaires & handbook

Figure 2

Female: So the practice though, how does that work?

Bevan: It's actually mostly a matter of large organisations doing their best to comply with the
legislation. It would only be likely to get to court if the worker's health was impaired. This is
quite possible if badly designed software and working practices led to some form of repetitive
strain injury. It does indicate a willingness and interest in Europeans trying to legislate for these
areas. There's also of course a lot of interest in the use of standards in Europe.

128
ISO DIS 9241-1 1 Guidance on usability

Usability: The extent to which a product can


be used by specified users to achieve
specified goals with effectiveness, efficiency
and satisfaction in a specified context of
use.

Effectiveness The accuracy and


:

completeness with which users achieve


specified goals.

Efficiency: The resources expended In


relation to the accuracy and completeness
with which users achieve goals.

Satisfaction : The comfort and acceptability


of use.

wn NPtUMMHyl«nlm 4

Figure 3

What I'm think I'm going to do is briefly talk about some of the European projects I've been
involved in and the influence they have had on the development of standards. The first one was
MUSiC (Measurement of Usability in Context). This ran from 1990 to 1993, and helped develop
the ISO 9241-1 1 standard for usability which I edit. It defines usability as "The extent to which a
product can be used by specified users to achieve specified goals with effectiveness, efficiency
and satisfaction in a specified context of use." This is a very broad approach to usability. MUSiC
developed tools for measuring effectiveness, efficiency and satisfaction, and even more
importantly developed Usability Context analysis for identifying and specifying the context of
use of a product - the details of the users, tasks and environments.

129
« Demonstrate the value of MUSIC as an
investment In usability
- long term inveslment

« Apply MUSIC in a wide range of industrial


applications
- internal systenis
- public access terminals
- products

incorporate MUSIC earlier in tlie life-cycle


- plan for usability eevly In the lifecyde

Nlt Un>l» S«WlO M

Figure 4

This put Europe in the lead for usability measurement, and this is a topic which is the US has not
yet caught up with.

I'm also responsible for two projects, INUSE and RESPECT which have set up a network of
European Usability Support centres to transfer information about usability to European industry.
I'm also very interested in bringing together usability and quality in those projects. For those of
you not familiar with the ISO 9126 standard for software quality characteristics. This is used
both here and abroad to provide a structure for defining and measuring software quality. It

defines usability as the properties of a product which make it easy to use. This contrasts with
Usability which is seen as a quality objective in ISO 9241-1 1 . In this broad view usability means
that people get the job done effectively, they get things done right and they get things done
efficiently and they are satisfied - they enjoy doing it. Effectiveness and efficiency are very close
to productivity as a business objective.

So there are actually two complementary approaches to usability: usability as a user interface
issue is only one contribution to usability as effectiveness, efficiency and satisfaction. To
achieve that requires that not only is the product easy to use, but also has to have the right

130
functionality, be efficient (has an acceptable response time) and is reliable. Thus its actually a
high level quality objective. So what I have done in the software quality standards ISO 4598-1 1

(Software product evaluation) and ISO 9126-1 is define quality in use as the combined effect of
all the quality properties when a product in use. This is actually the same thing as usability in
ISO 924 1-11, but its more appropriate to call it quality in use in a software engineering context.

Country Organisation Application

UK Inland Revenue Usability in the ilfecycie

Sweden Ericsson Usability in the lifecycie

Sweden AMS Usability in the lifecycie

UK Lloyds Bank Improve process guidelines

Gennany Berlin States Museum New public access terminal


Italy SOOEI Improve public access terminal

Netherlands Cyco Software B.V. Document management system

Figure 5

Female: How much of the interest in this in Europe comes out of the general more labor
orientation?

Bevan: Scandinavia puts a great emphasis on participation of workers in the design of new
systems. So they go further in seeing satisfaction with the use of a system as an essential
prerequisite, while in most of Europe satisfaction would be more important as a potential
indicator of a problem which might lead to lower productivity. Overall ISO 9241-1 1 is an
economic view of usability which is very consistent with business objectives. If you go to the
South of Europe you lose sight of usability altogether. It's a mute topic in the South, though we
have got some small usability consultancies fi-om the South of Europe involved in our INUSE

131
project. In general I think the U.S. has been a bit ahead of Europe, except in the area of
quantification and proceduralisation of usability, which fits in with the more formal approaches
in Europe.

It seems more emphasis on user centered design in North America. Another


that there is
standard I'm involved with is ISO 13407 (Human-centred design processes for interactive
systems) - this relates the concepts of usability and user center design. Usability at one end is

about testing products once they have been built, whereas user center design is about building in
usability throughout the design process. Its also a matter of maturity. Organisations start with
usability, and as they acknowledge the problems, they realise they have to build in user-centred
techniques earlier in design.

An area which is important in Europe is an emphasis on quality, particular probably in the UK,
where ISO 9000 registration is very important. I think it's difficult to do business in the UK
without ISO 9000 registration. One thing we contributed in the MUSiC project is how to
integrate usability with a quality system. MUSiC allows usability to be specified and measured.
It can then be a quality objective in the ISO 9000 quality process, and this is mentioned in ISO

9241-11.

What I will say finally and this is that as far as I'm concerned usability in the product is

synonymous with a very high quality objective - that the product works in the real world with
real user needs. If you can actually quantify these in an objective fashion then you can introduce

them to a quality system and they can be part of the software engineering process.

Male: Using that word quality I found software engineers they don't use it in that same sense.
When they talk about software quality they talk about a different kind of approach to quality.

Sevan: Absolutely right, which is why quality in use has been defined as a higher level
objective in the software quality standards. It means as soon as you buy quality you also buy
usability. It seems to me to be a very effective argument for making usability as we understand it

the prime objective of design!

Female: Did you say there was a draft of that user center design?

Sevan: That's right the draft of ISO 13407 is being copied.

Downey: It will be on the table. Thank you Nigel.

132
Using Usability
resting to
WTa Manage Risk

I^^S User Interface Engineering

User
' Carolyn Snyder
Interface
"^^^^^kT
Engineering
^^^^^^^^^
Ms. Carolyn Snyder, User Interface Engineering
Using Usability Testing to Manage Risk

User Interface Engineering is a consulting firm based in the Boston area. We do a lot of work
with development teams that want to build more useable products. A good deal of our work is in
industry, eitheron commercial products or internal productivity tools. We also do some work
with government agencies and educational institutions. The techniques presented here have been
developed and refined with a lot of different types of products, everything from touch screen
kiosks in a shopping mall to spread sheets to molecular modeling. We really have had a chance
to get a good cross section of development. We also do training and a little bit of independent
research in our spare time on topics of UI design that we find to be of interest such as Wizards.
This presentation refers not just to commercial software but also to internal productivity tools, so
whenever you see the word "product," feel fi"ee to substitute "application" or "interface" as

^^^^rototyping and Usability


Testing

A means for managing risk

Do not require an actual, working


product
Tools for specification or proposal
development

Figure 1

appropriate. Earlier presentations discussed some of the reasons for doing usability testing so
this presentation is not going to focus on the why but instead on the how for prototyping and

134
usability testing. It is a means for managing risk and I think some of the earlier presentations
discussed some of the risks in development.

You know a big obvious risk: are we developing the right product? We have worked with
design teams that did testing and found out they were developing the completely wrong product.
One of my favorite commercials of all time was the Bud commercial where the cave man says,
bring me a light and this guy goes scurrying off fur clad savage and brings back fire and says
here it is, here's your light, and he says, "That's very nice, but I wanted a Bud Light," and that
kind of thing happens all the time in product development. With judicious use of prototyping
and usability testing (Figure 1) you can discover: are you building the right thing? Are users
going to be able to use it? Can you deploy this without incurring higher training costs or support
costs? etc. This discussion is about about how you can address these questions without having to
build a product first.

The Costs of Development

Early changes are cheapest


Costs rise sharply once implementation
starts

Biggest cost: building the wrong product

Figure 2

Here is an about development costs (shows slide with increasing slope); our
illustration

universal trend chart which we use for everything. This is the percentage of number of
Republican Presidential candidates. Here's the average annual snowfall in Washington, DC.

135
Here's development costs over time. Think of this graph as representing a product life cycle
where at the left the product is a gleam in someone's eye and on the right is the end of a product
life cycle, which is the point where the last user died. Sooner or later users die do die, and then
you really get to start over again, we hope not because of anything your product does. The
questions is, "At what point does this curve really start to shoot upward?" The horizontal axis is

time, the vertical axis is cost associated with making a change to a product.

At the first customer shift or first release of a product the cost is escalating. (Figure 2) Even
farther back, where do the costs really start to escalate? Even before integration testing? At
requirements stage costs are already escalating.

In all those areas, there are costs associated with making changes, but it's when implementation
starts that those costs really start to go up. Once you've written code or started documentation of
something, that code or that documentation takes on a life of its own and it becomes much harder
to change things, once you've committed actual development resources.

So, what you want is a technique that will allow you to explore changes to the design back earlier
in the specification stage before changes affect a lot of work that has already been done. The
strategy is to do this as an iterative process (Figure 3) in the area of greatest risk.

Managing Risk

Identify the area(s) of biggest risk


Gather data
Determine if you are "on course"
Revise the plan and product design as
needed
Lather, rinse, repeat

Figure 3

136
You know for example for a legacy system, where you're taking maybe a character-based system
that was developed in the sixties with cobol programmers that have been maintaining it for 30
years, and you are moving to a graphical user interface such as Windows. You have people that
have been using the old system for a long time so one of the big risks is that users are going to be
able to have the same level of productivity or greater without increasing training costs. As
consultants, when we work with teams, we help them figure out what the areas of risk are. Then
we can go out and test it, build something, get some data, get some measurements, and based on
what is learned, decide what changes are needed. Then, revise the plan and continue that process
until time runs out. The more iterations you can go through the more of the risk of a product can
be managed.

Usability Testing

A way to gather data


You don't need an actual working
product
Choose a prototyping method that
provides
- minimal effort to implement
- a way for all team members to contribute

Figure 4

The purpose of prototyping is to get the maximum feedback with the minimum amount of effort
so whatever the kind of prototyping that is chosen is looked at accordingly. Our finances suggest
that you actually do not need to develop something that runs in order to get a lot of good data

about the usability of the end system. (Figure 4) So, you need to look at the amount of effort to
implement a prototype. A
lot of prototyping methods that are software-based, require a

programmer or some programming skills to use the tools. That can become a roadblock to ideas

137
making it into the product. A way for people to contribute that takes a minimum amount of
effort is often a paper prototype.

Rapid Prototyping Methods

Warning: What you are about


to see is counter-intuitive:

The fastest prototyping


method we have seen does
not use a computer!

Figure 5

Several earlier presentations referred to paper prototyping. (Figure 5) It is a method that is


gaining more and more acceptance among practitioners. Instead of making a running version of
a product is you literally put all of the screens on paper. For usability tests of a paper prototype,
we usually test with the two users at a time, you get twice as many data points for tests that way.
Users work on the tasks that we have assigned them using the paper prototype. A typical
dialogue from a test session (short video shown):

Male: This is so leading edge that we're going to be working apparently with a system that we
haven't had any time to write any code for yet, so the entire prototype is going to be in with a
paper cut type. Trent's been through this once and he survived. The guy to my left here is going
to play the computer and he's going to make TSO seem fast.

Male: We're running windows, here we got something like a 186. We will step through it.

What we're looking for here is we're trying to figure out given these ideas we came up with a
rough interpretation of how we get the functionality. Instead of investing in a lot of code,
shifting and then finding out, no one can figure it out, we're trying to find that out early, figure

138
out why people can't find out so what we're looking for are places where the product seems to
work and places where it doesn't seem to work and we cHcked on associated Hfe cycle.

Female: Could I ask a question?

Male: What would you do next given this screen?

Male 1: Selected stage —


Male: Selected stage —
Male 1: I would click on entry first, I would highUght entry.

Male: That was an important message by the way. It was like OK. It was stored on a disk far

away. (People talking, not audible)

Male 1: I would try to take V.

Male: (Inaudible)

Male 1: And then this stage.

Male: Right.

Male 1: OK, then I would come down here and I would select test and I would say new system.
So here we go. (Inaudible) learning 186.

139
^^^^^r ^
^ The Basics of Paper
Prototypes

Developed using common art materials


A large cardboard rectangle or flip chart
paper forms the screen
Use separate pieces of paper for each
drop-down menu and dialog
Entire team participates in creating and
refining the prototype

Figure 6

I
Male: So you would create a system mainframe.
jj
j

I
i
Male 1: Right, so I would say what's this project that you're working on.

!:
Male: TCS how's that? (Inaudible)
j

I
Male 1: We have a better TCS system, the customer says that.

I
i
Male: How's that?
\\\\

Male 1: We've got a system in here. At this point I would hit help and see what he's talking
1 about, who needs is going to be able to at the system level,

j.n!

:h

140
^ stupid Paper Prototyping
Tricks
You can "fake" almost anything in the
interface:
- Interactive widgets (sliders, grayed
buttons, drag and drop)
-Data
- Help systems
- Even video!
People take it seriously -- the feedback
you get is real!

Figure 7

The product that was being developed, was made


this tape at about 3:30 on a Wednesday
afternoon and the product did not exist Monday morning. We got the team together, came up
with a preliminary design and were testing it and getting user feedback in just a couple of days.
Another thing They were laughing about, "oh, it's a learning 186; it's adaptive
to note.
technology." That came up because one of the usability issues that they found during the test,
the developer who was right there in the room grabbed a pen and literally changed that particular
screen and problem solved right then and there.

As you can see, we make paper prototypes (Figure 6) out of art materials — for example, shirt
cardboards taped together. A paper prototype for a spreadsheet that we've used for some
development has input on separate pieces of paper, in this case this is the data contents of the
spread sheet, so that once the user opens the spreadsheet you would just set that data down and a
person plays the computer not explaining the interface, but behaving only as the machine would.
The entire team can participate in creating an refining a design, not just programmers, but a
technical writer, marketing, management, users themselves can all contribute to the design.

141
Usability Testing With A
Paper Prototype
Give users written tasks to accomplish
Developer(s) play "the computer"
- Manipulate the elements of the interface
- Simulate the behavior of the system
Users interact with the prototype
- Use their finger as a mouse
- Write "typed" input in pencil

Change the prototype after each test


m m

'i Figure 8

With paper prototyping and a little imagination you can simulate anything (Figure 7); we have
done video, with Polaroid photographs, we have prototyped animated tutorials, with props,
physical pieces of hardware that we've incorporated into the prototype. Here are some samples
of the different ways we some graphical user interface widgets. This is for a system for
simulate
printed circuit board test equipment. The user is clicking on a button. A rectangle is on a piece
of transparency. We use that for highlighting. The dialogue that comes up and the user clicks on
something, it becomes highlighted. The buttons were gray until the user clicked on something
and now he's putting down dark versions of the buttons. Double clicks, the changing captions
say "running," because he's just launched a process. A dialogue box that has a radial button and
the dark circle there is on a piece of removal tape so the users can click on a different option.
The user clicks the OK button. A dialogue that has a scrolling list of options in it. The user can
pick one of them. In this case, the two lines in that dialogue box were file names that the users
themselves had entered in earlier so here they are seeing their own data actually reflected in the
interface. Even high level managers will take this seriously; they are drawn in and engaged and
do provide realistic feedback. In that first example, a user had a question about whether version
control was supported and this was something that theteam wasn't even attempting to prototype
at this point and what they found out from that test was that there was something that needed to

142
be in the requirements that was important to users. Again, this is a way to manage risk, to find
problems in the early stages.

^^^^rototyping Methods:
Paper vs. Electronic

Paper Prototype Electronic Prototype


- Does only fair at - Can provide a
product "look" polished "look"
- Conveys product - Simulating "feel"
"feel" quite well takes extensive
programming

Figure 9

The prototype changes after every test. (Figure 8) Sometimes even during a test in response to
what you learned and teams have been able to make substantial changes in just a few iterations
with a paper prototype. We've had cases where we come in, do the first usability test and find
out that the system is a complete failure. Users cannot use it or hate it or they cannot get their
work done and the team will be able to make some changes from one test to the next that make
the difference between failure and success. We have seen teams completely redesign their
product literally from 4 o'clock in the afternoon until 1 0 o'clock the next morning. They've made
enough changes that they are able to fix a lot of the problems. A lot of times they are small
things. Changing a word on a button can make a big difference or just realizing these two
screens always come up one right after the other. Why don't we put them together. You can
make those sort of changes very quickly in a paper prototype.

The common question is, "Aren't there already prototyping tools on the market that let you do
this kind of thing, for example Visual Basic?" Someone that knows how to program might say I

can do this same sort of thing in Visual Basic, what's the difference?

143
II 1 l|JIIW>CI LliJIld Ul
Look and Feel

"Look" issues are often less risky


- Relatively isolated, may not affect code
- Can be done later in project
"Feel" issues are more critical
- Riskier, require more work to change approach
- Tackle as early as possible

^^^^

Figure 10

If you think of an interface in terms of look and feel, the visuals of a product, for example, do all

the buttons line up, the colors that you're using, that sort of thing, and the feel matching the
behavior, does it match the workflow, is it responding appropriately to errors, or even better is it

preventing errors? With a paper prototype, the look is crude, hand drawn. We don't use nice
straight lines and all that sort of thing and you don't need a lot of artistic ability. Paper
prototyping conveys the product feel and the behavior very effectively so users can see what
actually going to happen. In electronic prototypes you can have something that looks very nice.
You can have 3-D buttons, etc. but in order to simulate the feel can require extensive
programming. An earlier presentation listed test-related development costs, close to $35,000.
With a paper prototype you avoid a lot of that cost, you don't have the programming that's

necessary to really make one of those electronic prototypes do the right thing.

In terms of look and feel (Figure 1 0), the feel aspect of a product is typically where the risk
resides. We have yet to see a product that failed because it had bad icons, for example, where the
bitmaps were off. A bigger issue is whether you need toolbar icons at all and what sort of
functions should they include. And the look related issues are easier to change a bit later in the
project life cycle without incurring lots of rework or development costs. Therefore, you want to
tackle the feel issues up front and the paper prototyping lets you do that very effectively.

144
1 01 Uses For
A Paper Prototype
Usability test with users
Communicate product concepts to others
Use as input to specifications and
proposals

Figure 11

Paper prototypes are not just for usability testing. (Figure 1 1) Once you've had a chance to
develop a prototype and refine it with some tests, and we typically do this with about four tests

and we get users for each test so there are eight data points, we have found the biggest problems,
and we also have the paper prototype and design. The prototype itself can be a very effective
communication tool for other people working on a project or as input for a specification.

You don't necessarily want to put this in a RFP, but in a requirements spec or an interface spec.
A paper prototype gives the designer a chance to experiment and define the key elements. The
paper prototype can also be used to show how the system is supposed to work.

It is an effective way to communicate how a design is supposed to look. For example, we have
videotaped walkthroughs of prototypes and sent them to development teams that were in remote
locations. Sometimes you have one group that's doing the specifying here and somebody else on
the other coast who's actually doing the development and this was one medium for

communicating, especially people who could not attend the test.

145
How Do Organizations
React?

Using Paper Prototyping and Usability


Testing:
-The "technology barrier" vanishes
- Developers and users from all disciplines can
collaborate
- People are more flexible - they have less
invested effort to "defend"
- Many organizations end up going directly
from paper mock-ups to code

Figure 12

A common question is what happens when organizations adopt paper prototyping. (Figure 12)
Surprisingly, the technology barrier that existed previously between the software engineers and
other members of the team vanishes. You have a rnulti-disciplinary team that can now
effectively collaborate on the design of an interface. (Figure 13) Another benefit is the
flexibility to change something. much easier for people to just say, "OK, we'll change
It is after

10 minutes of work," as opposed where they have spent weeks or months working on a
prototype.

Discussion: When can you start using paper prototyping?


Paper prototyping is effective often when where you're trying to develop a spec
you're at the state
or if you have an existing spec and you want a quick early mock-up. Once you have an idea of
some requirements is a good time to start doing paper. We expected when we first started using
this is that people would do some iterations on paper, get the big bugs out, then go to an

electronic prototype and get some more of the bugs out and then finally start coding. What we
found was you can find enough of a high risk things. So, a lot of people go directly from a paper
prototype.

How often do you use paper prototypes?

146
This is the bread and butter of our consulting work. We do a lot of usability testing and probably
half of our projects involve paper. I have been doing this for about three years and my colleague
Jared Spool has been doing this sort of thing for many years. We do this a lot in a variety of
It is hard to gather statistics, because there is essentially no control. We're
different disciplines.
not comparing with and without paper. With paper, we are continuously making changes but
because we have a way to measure, we have a way to tell if we're improving a design.

What does the development team do before starting the paper prototyping?

The development team defines what the users must be able to


usability requirements such as
accomplish these types of tasks in what amount of time and then we measure against those with
each design.

Summary

Use paper prototypes to test early and


often
- Before investing effort in code
Explore areas of greatest risk
- Make changes based on what you learn

Use tested prototypes as connmunication


tools

Figure 13

147
i
Conduct Usability Testing!

A Major Finding
from a Study of
Commercial Best
Practices

Dr. Pascal J. Gambardalla


Computer Sdmcfa Corpontion
3170 Falrvitw Park Drtva
Fall* Church, Virginia 22042
703^1-2248
pgambardQcaccom

SYMPOSIUM
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Dr. Pascal J.Gambardeila, Computer Sciences Corporation
Conduct Usability Testing! A Major Finding
from a Study of Commercial Best Practices

We have a customer who has been developing a system for six years. It's not quite out yet, it

should be out soon. It would have been out sooner except when the user saw it they decided it
was not good enough, did not satisfy their needs and was not as good as the existing system
which it's going to replace completely. And about six years ago for about a year, they did talk to
users. Within this system, I worked as a developer, systems engineer, performance engineer,
transitioner of the data and one of my last roles was systems integrator on the new system trying
to relate the new system to the old system. In all that time as an engineer/programmer, I never
really talked to users. Only when I got to the point of being systems integrator did I actually talk
to representatives of users, not quite the user yet but the representatives.

pC Topics

• Commercial Best Practices Study (completed January 1994)


Objectives and Approach
Usability Finding

Supporting Findings
• PRototype Improved Software Methodology (PRISM)
(completed May 1995)
Rationale and Objectives
Usability-rebited PRISM principles
PRISM Pliases
• Summary

Figure 1

Now in this project, they realized they had a problem. They decided that when the system finally
went on-line they wanted a different way of doing business. They wanted a different

150
methodology. They sent us to find out how the commercial world develops software. On a four
month tour of the country which led us to California twice, to Texas, to Boston, we did just that.

The first part of this presentation is a discussion of the commercial best practice study we did and
its findings. Our intention wasn't to find out about usability. But that's what we discovered after
the process. I will discuss the findings we had about usability and also about supporting findings
that are important in context. This was in the fall of 1993 and we finished our study in January,
got it unclassified by April and distributed. After that, the government spent time with the
TIGER team. We then put together a development methodology based on these best practices,
delivered in May 1995. I will point out where usability engineering comes in.

The government wanted us how these commercial companies determined customer


to discover
needs, how they are capturing document requirements, how they validate requirements, how they
develop software. They were concerned about upgrades and how to select among the various
different methodologies to develop software. Other issues are how to tailor methodologies to
different companies' needs, situations and cultures.

These figures (Figures 2 and 3) describe the objectives of our commercial best practices study.
We talked to eight companies, we did interviews, we taped the interviews where we could, and
we taped after the interviews. We conducted research before the interviews about each company
to understand its culture. We then produced a study and summarized our findings. After our
interviews, we sent the companies back a 1 2 page report on what we thought they said. All but
one company gave us feedback, and we went through several iterations to ensure a good
understanding of what happened.

IC Commercial Best Practices Study

• Govemment sponsored
• Objective to discover how commercial software
companies:
Determine customer needs
Capture and document requirements
Review and validate requirements
Develop software
Determine wiien and how to release upgrades
Select software development methodologies

Tailor methodologies to the culture and project

Figure 2

151
PRODUCE
STUDY
4

Figure 3

For example, (Figure 4) we went to Borland where we talked to the team that did Quattro Pro.
We visited Sun Microsystems. Most of what we learned about them is proprietary. I work for
Computer Science Corporation, but I work for the government part, and we had a commercial
arm that does commercial work, and we visited that and neither of us knew much about it,
developing software for the commercial world so it was as if we were going to a different
company. We also went to Fidelity Investments, that part of Fidelity Investments that develops
in house software. We went to TI where they develop in-house software. We also went to Lotus,
Microsoft, and Oracle. The companies were selected on several criteria: who would talk to us in
four months; the type of work they do; whether they were developing software internally or
commercially; and what types of applications they deal with. We wanted to get a wide variety
of applications. Note that this was in the fall of 1993, and many of these companies are parts of
other companies so part of what we is probably no longer completely true today. At
learned then
that time, companies like Oracle had not worked much with usability, but they were trying
really
to establish a usability lab. We also visited labs at Lotus, Fidelity, Maryland National
Information Technology Center. At UP Module Technology, we talked about user partnering
modules, a methodology for putting information on a computer to test user reactions.

We had several results presented in this figure (Figure 6) and, after we looked at the data, we
looked at the results in terms of the government's categories, gathering and validating
requirements, and doing upgrades. We found 10 related findings which seemed to occur
frequently. One of the findings that we thought significant is that it is important to conduct
usability testing not just at the beginning, but throughout the entire cycle. (Figure 7) Later in

152
CSC Interviews with Software Development Companies

OFFICE MULTI-
INTERHAL
SOFTWARE
i
1^1
OPERATING
AUTOMATION PLATFORM DEVELOPMENT SYSTEM CONSULTING
BORLAND
SUN MICRO
CSC CONS.
FIDELITY
Tl

LOTUS
MICROSOFT
ORACLE

7^

Figure 4

IC Lab Visits and Other Interviews

• Visited usability labs at:


Lotus Development Co.
Fidelity Investments, Inc.

Maryland National Information Technology Center


— Usability resources now managed by Man-Made Systems
Corporation
• UP Module Technology, Inc.
Modules gauge users' reactions to software while they are using it

The developer embeds dialog boxes, queries, and other means of


^ gathering user input
m

Figure 5

153
Summary of Study Findings
• Usability Finding
Conduct Usability Testing Throughout the Life-Cycle
• Supporting Findings
User Involvement is Critical
Solicit User Input using Multiple Means
Use Iterative Development Methods
Employ SmaUf Heterogeneous Development Teams
• Other Findings
Choose a Flexible Methodology
Provide a Supportive Management Environment

p Develop a Clear Vision


- • Must be judiciously employed; they do not guarantee
success

Figure 6

Usability Findings

Conduct Usability Testing


Throughout the Life-Cycle

• Providing early access to users helps ensure software


better meets the users' needs
Users input can influence interface and functionality
Users are best reference point for efficient software operations

• Catching errors early reduces the cost to fix the errors

_ 8

\ Figure 7
'

•[ I
'

'\

h
154
this presentation, we show you how we put that into a methodology for the government. Some
of the findings that were expected but some that the government was surprised were based on
user involvement being critical to the effort. Here "government" refers to our particular client.
Soliciting user input, we discovered, was what the commercial world did.

Another finding which also supports usability is to develop software iteratively, employing
heterogeneous teams, composed of not just those developers, but testers and specification
writers. Borland had a technical writer in at the very beginning when they were defining
requirements so that the wording of the requirement would be clear. If the requirement was too
long or unclear, they had to rewrite it before they even started doing development. A flexible
methodology was also recognized as important, e.g., one for costs, or one for very rapid
application development or one for Oracle development. These findings we subjected to the
government were not.

We briefed this study to a lot of different government agencies, especially in the intelligence
community and DOD 607. The major finding we had was conduct usability testing throughout
the cycle. I'm not going to say much of this, it has been discussed today but we felt and we
noticed that it was important that you have early access to users.

Usability Findings (cont.)

• Usability testing can assist


The developer find areas where software is hard to use

The development team capture system requirements


Establish a Usability Laboratory (optional)
Provides valuable input throughout the life cycle
Developers gain valuable insight from active participation, lab
video tapes, and testers' notes

l^Use any means available to conduct usability tests


Paper prototypes
Desk-side usability activities
P User-Partnering (UP) Modules

Figure 8

We gave reasons why it was important, such as helping find areas where software is hard to use.
(Figure 8) We also recommended establishing a usability lab. Of course, that's not the only way
todo usability tesfing or usability engineering and we discussed ahematives. Then we
recommended using paper prototypes and other means of usability tesfing. User partnering

155
modules and Borland did not do usability testing with labs or contractors. They just did their
work with in-house users, and observed users at desk-side. It wasn't a formal process at that
time.

Earlier we heard about critical incidents happening during usability testing. Here is an example
of something that really affected us and our customer. We went to Lotus Development
Corporation and we interviewed people about their software development envirormient. Then we
got a tour of the usability lab. Mary Beth Butler gives the tour and the user for the usability test
didn't show up, would do it, i.e, perform this test on a new version
so colleague of mine said he
of Lotus. So he went into a room with a one way mirror. Mary Beth, the developer and I are in
another room, and he has a microphone, and we are looking at him on two different screens. He
narrates describing exactly what he is doing and he could not finish the process. It turned out
that an icon should have changed when went from one part of the window to another and
it it did
not. Because it did not change, he was confused about what to do next. This was a critical
incident for the developer.

Supporting Findings (cont.)

Provide Multiple Means of


Soliciting User Input

• User input is vital to the success of a software


development effort
Give users every imaginable means of providing input to
the developers
Expand help desk functionality
Identify and track trouble spots in software

Evaluate frequency of feature nse

11

Figure 9

One of the important points that we mentioned earlier today is that user involvement is critical

for testing. (Figure 9) A lot of companies put users on the development team, including CSC. It

was many different means of user input as possible, help desks, focus
also important to get as
groups, user groups, E-Mail, as many as possible. (Figure 10) When we first presented this slide
(Figure 1 1) to our company before we presented it to the government, it took about 2 hours to

discuss the importance of developing software iteratively. How do you do that in an

156
environment which, sometimes, is traditional, like Oracle development? But, it was critical and
it was a way of minimizing risk and we thought it was important to capture the requirements
throughout the life

Supporting Findings (cont.)

Provide Multiple Means of


Soliciting User Input

• User input is vital to the success of a software


development effort
y| Give users every imaginable means of providing input to
the developers

J Expand help desk functionality


Identify and track trouble spots in software

Evaluatefrequency of feature nse

Figure 10

157
Supporting Findings (cont.)

Developing Software Iterativefy


Reduces Risk And Enhance
User Acceptance

Users see functionality sooner and develop confidence in


development process
Developers can correct system deficiencies quickly
\
Capture requirements throughout life cycle
Users' requirements change
Capture requirements for future enhancements
'
Use prototypes
Define requirements or refine design
Elicit user input
Iterate prototype until users' expectations are met
12

T igure TT
cycle. You want to develop software using the Oracle method, it is valid in certain cases and it is

a lot of context, but with the Oracle method requirements you stop requirement development and
at you develop code. In the real world this does not happen. Requirements
a certain point
development does not really stop; you just add more and more ECP's and enhancement until you
eventually you're ftirther along but you haven't got a product out yet. So we should say develop
iteratively, but give the user something of value in a fixed amount of time.

This figure (Figure 1 2) describes the importance of employing a small heterogeneous team.

158
Supporting Findings (cont.)

TESTtSS

QUALITY
ASSURANCE
More effective problem solving EXPESTS

Easier to manage
• Heterogeneous teams provide the strengths of the
individual disciplines
Integrate testers into the team from the start
Ensures requirements are unambiguous and testable
Testable requirements « usable requirements
Develop test suites with users during requirements
definition

13

Figure 12

The government wanted a way of doing business, so we gave them a conceptual and logical
methodology. Now this methodology (Figure 13) is based on CSC's catalyst methodology. Abut
the same but it is to a certain level and the government is implementing this methodology in a
new facility they are building. We called it PRISM, Prototype Improved Software Methodology.
(Figure 15)

And the rationale (Figure 14) for this: we had some statistics about the current way of doing
business that you've been doing is it really working, and it was clear to them why it wasn't
working, but we also had some research reasons and the environment was changing. Users are
different. Many users are more computer literate. As they discovered, people cannot wait six to
seven years for a new capability or new system.

We presented this methodology based on our best practices, and we wanted to give them a
methodology that was team based with users no just participating at the end but from the very
beginning throughout the entire process. And the team is not just the users, it is the government

159
Figure 13

Rationale for PRISM Initiative


• Current way of doing business isn't worldng *
53% of all projects exceed their original budgets by 89%
Only 16.2% of projects are completed on time
American companies and the Government will spend
—$81 billion for canceled projects
—S59 billion for projects that exceed the original schedule
• Traditional methods do not address much of today's
environment
Software requirements constantly evolve
System development budgets fluctuate
Users need capabilities n^w
Users demand systems that help the do their jobs better

- SWMa Ironi Tin SMndWi eraup. 19M IS

Figure 14

160
;C PMSM

• Conceptual and logical model of a software development


methodology
• Government-sponsored initiative
• PRISM is derived from
Commercial Best Practices study
Commercial methodologies and CSC Catalyst**
• Catalyst"" is CSC's business change and system
development methodology

''M

It

Figure 15

^1 C PRISM Objectives
• To provide a software development methodology
that
Uses team-based development methods
—Government
— Users
— Customers
Shortens development cycles
Increases user involvement throughout the life cycle
Reduces documentation
Provides for realistic and useful reviews
i Manages only what needs to be managed
Provides a more useful product more quickly

17

Figure 16
plus the customers. (Figure 16) The particular customer we had developed systems for their
organization but part of their organization comes to them to develop a system. We wanted to
give them something that had a shorter life cycles and has user involvement throughout the cycle
and reduced documentation. We thought it was important to not have so much documentation
only the documentation that was needed.

CSC UsabiUty-related PRISM Principles


• An effective system must support the users
• Involve users constantly

Figure 17

Now I'll just go through and highlight how we thought it was important and how usability came
to be involved. For example we said an effective system should support users and it should
support them constantly and one way to do that is for them to participate in usability testing.
(Figure 17) Test early, don't wait until the end. (Figure 18) Test as you go along, have testers
on the team as you go along. Have testers help write the requirements or be there to show that
the requirements are testable. Have usability tests.

Many times in the government environment you'll come in and they'll already have a vision or
they have an idea of what they wanted and they'll come in with just a spec. This is what we want
you to do in RFP. We thought it was important (Figure 19) to get the developers, the
programmers in early and help them with their vision about what they really want. Not only
develop the team, but build to a vision, use iterate development, develop useful documents. Use
a methodology, a single methodology that could work both with development and maintenance.
So we gave the

162
CSC Usability-related PRISM Principles(Cont.)

• Test the software as it is developed


Develop a little, code a little, test a little

Catch errors early to reduce cost and impact


Developers test their code
— ^Unit tests

—Integration tests

Testers test the code


—Integration tests

—Regression tests

—StressAf^olume tests

Users test the applications


—Usability teste
—^Acceptance tests

It

Figure 18

Other PRISM Principles

• Approach software development as a team


• Build to a vision
• Use iterative development
• Develop useftil documents
• Conduct useftil reviews
• Use a single methodology for development and
maintenance
• Evaluate all perspectives of change

20

Figure 19

163
methodology that had a phase in which they decided what the vision and strategy was, (Figure
20) had an architecture phase, sort of like a systems engineering phase, a development phase and
a deployment phase. For example, let me point out where usability fits in. In the vision and
strategy phase sometimes they might want to create a prototype, a concept prototype of exactly
what they want, what kind of system they want. It could be a paper prototype. This paper
prototype could also be a concept of operations. People in government they talk about concept
of operations, how we're going to operate, what the procedures are.

Vision and Strategy Phase

• Vision and strategy Woi1cshop(s)


- Undwstand ttw busliMss
- UlKtefStUMlttW USM*
- O«v«(op Vtoion
• CONOPSWorkshop(s)
- Develop Cat* for Action - Develop sconartos
- Mentify how eyetem supports
- Montify ATMS of Focus
- M
Crt«t» TrMWfon tton Plan
•>
usera In each scenario
Develop Concept Prototypes
- Dovolop Strategy

Concmot Pmfofvmf

Figure 20

Now going down from the vision and strategy to the architecture phase, (Figure 21) it had two

phases. One was developing was gathering the needs and suggestions of
the architecture but one
the users, what exactly do they need, what are the different ways of doing that and in the
architecture development part we'd prescribe a testing strategy document which included
usability testing and here would include looking at the usability requirements, what would they
be?

Here's a picture of that slide. (Figure 22) And it is important in the government, not as much in
the commercial world, to have documents that are permanent documents instead of temporary for
how does what you're doing fit into those documents and we did that.
the particular project and
Now in the architecture phase we had another component called needs analysis. How do you get
new requirements. How do you go about evaluating them, testing them and so we had a process
where example the help desk might receive requirements with suggestions from users and
for
developers. A systems integrator, which is a role for the government, would take these requests
from the users and submit it to a formal board which could decide to accept or reject it. A paper

164
Architecture Phase

Provides foundation for all development efforts


Consists of tivo activities
Archhcctare Development
— for each Business Area
^Defines visions
—^Develops Architecture Document
—Prescribes a Testinf Strate^ Doeumatt
Needs Analysis
—Gathers suggestions and requirements
potential
— Case
^Develops Action
for each for
— each against Vision and Strategy and CONOPS
^Evaluates

—Evaluates each for technical feasibility

—Produces a of set costed requirements


prioritized,
— requirements
^Assigns release and development paths
to

Figure 21

Architecture Development Activity

• Architecture Document
- Dascribas rolas/responsil>ilitias
- IdantHlas taciinical
infrastructure
- Spacifias systamand
Business Area Vision davalopmant standards
Worlohop(s)
- Undcrttand tiw businws arM (BA)
- Undwstand usws' p«np«ctiv« Testing Strategy Document
ofBA - Broadly dascrlbas tasting
- IdwitHy princlplM, comtninta, approach
assumptions - Providaa guidalinaa on usar
Davalop Businass Area vision IT«** and customar involvamant in
tasting
- Tailored for aach capability

Figure 22

165
Needs Analysis Activity

H«lp DMk racsivM and


User Group reviews
logs suggMtions and
CRPs; is empowBTBd
potential rsquiramMiti
to prioritize CRPs to
CRP Evaluation Team reviews reflect user needs
completed CRPs:
1. Accept
2. Reject
3. Send iMCk for more info
4. Develop ROM cost/scliedule
5. Conduct Research (may use
a limited function prototype,
which may undergo usability
teaOog)
6. Develop CONOPS
and ussrs complsts
SI
rsquMt and crsata Gov't and customer
Change Request Package develop release plan
26

Figure 23

Development Phase

• Provides multiple development paths for flexibility and


efficiency
• Starts with CRP; requirements are detailed as development
progresses
• Emphasizes testing and user involvement
• Performs usability testing of
User manuals (may begin in Architecture phase)

Training material including CBTs


Simulation and functional prototypes

Figure 24
prototype or a more substantial prototype could then be built. Then, the user group would
evaluate that and eventually it would be put into a bin where it would get prioritized later on for
research depending on budget.

These are our findings. The phases help to place them in an environment where they would be
useful and how would you use them if you did? How would you use these environments and
these concepts?

We, as acompany, are not the development contact for this project, so we can't follow through
with this as I would like to. Again in the development phase once you've done that then you
would test the manuals in fact you might even test it earlier than the development phase.
Training materials including computer based trainings and any prototypes.

Again you'd be performing usability tests as you were developing them. Finally, when you
deployed to the field you might also want to test frequently by using a pilot site first and then to

the field.

!C • Deployment Phase

• Completes the release process


• Consists of three activities
Integrating release into operational baseline
Developing transition plan to minimize impact of release on user
Deploying release, user manuals, and training materials
• Involves users in
Transition planning
Usabilitv tests on user manuals and CBTs

38

Figure 25

Our major finding was conduct usability testing which really means to consider usability
engineering as a significant component of your development processor. Use iterative
development, having user access and involvement and soliciting that input through multiple
means. I described how a year later we gave the government a way of doing this, a methodology
orframework for accomplishing this. The methodology was validated by an additional

government consultant.

167
!;!«!:

Summary

• Usability-related best practices from commercial


companies
Conduct Usability Testing Throaghont the Life-Cycle
User Involvement is Critical
Solicit User Inpat using Multiple Means
Use Iterative Development Methods
Employ Small, Heterogeneoiu Development Teams
• Best practices must be judiciously employed
• Usability testing was integrated into PRISM
methodology

29

Figure 26

168
Usability Issues in
Complex Government
Systems

Dr. Donna L Cuomo


Jill Lynn Drury

January 10, 1996


Donna Cuomo/Ms. Jill Drury, MITRE
Dr.
Usability Issues in Complex Government Systems

I'd like to start with a question. First of all, how many people had to fly in here from various
parts by show of hands? OK, those people who had to fly in, how many people thought about
what their air traffic controller was seeing on their display as they were landing? Chances are
they had to pick out your aircraft from hundreds of other aircraft. Maybe just dozens, but still

quite a few. They might have had to call up on the speed and heading of
auxiliary information
your aircraft and look at the other aircrafts around you and maybe call up the flight plan. I bring
this up, because it is an example of a real time complex system procured by the government. We

all have a stake in seeing that this system and others like it are procured with user interfaces that

Outline

• Characteristics of government systems


• 6 usability ctiaiienge areas in government systems
e Some ideas to help resolve the challenges
• Conclusions

AATTRE

Figure 1

help instead of hinder the users. So our purpose today is to maybe


some awareness of some
raise
of these issues relating to complex government systems and to spark some discussions that may
benefit the community. I will have succeeded today if you take away from this talk a feeling that
there really are some challenges out there in this area, but there is something we can do about it.

I would like to start by generalizing some characteristics of complex government systems that
contribute to their design complexity and then I'm going to talk about six areas in which there are
usability challenges and, finally, talk about some ideas that might help resolve those challenges.

Aircraft control systems are systems that have a very low tolerance for errors. (Figure 1) They
operate in real time. They may also have broad scope with hundreds of displays or hundreds of

170
business rules, what they call Standard Operational Procedures in the military. This also
contributes to design complexity. (Figure 2)

They might also support obscure tasks done only by a few people who are very highly trained.

MAM

Characteristics of Govemment Systems Which


Contribute to Design Complexity
• Low tolerance for errors
- May be a real-time system with low tolerance for errors,
such as command and control, air traffic control
- May be a non-real-time planning system with low
'

tolerance for errors


• Broad system scope
- May contain hundreds of displays
- May support hundreds of "business rules" or
"Standard Operatlonai Procedures"
- May be a very large information management systemfor
tracking people, services, parts
• Obscure task dpnrains

AATTKE

Figure 2

The tasks may also be done by a vast number of people. For example, think of all the aircraft
maintainers that there must be in the Air Force or that may have to support people who are in
more than one service using the same product. There could be a lot of variability in the work
environment. The same product may have to be used in an aircraft, on the flight line or it may be
in a ship as well. All of these things have to be acquired using the govemment acquisition
process. I'm actually rather surprised that no one has really brought this up today as an issue
because I know that we spent a couple of CHI (computer
human interaction) workshops, in 1 994
and 1 995 talking about the govemment systems have in getting good user
difficulties that

interfaces, because of the government-mandated acquisition process. This process makes it


difficult to pull in techniques already in use in the commercial world. The ideas from the

previous presentation that have been floating around the commercial world for a while, but they
are just now taking hold in the govemment arena. In this presentation we are concentrating on
the design complexity issue, but if you want to see a quick summary of some of the problems
involved in govemment acquisition in terms of their possible effects on user interfaces a good
reference is the CHI Bulletins of October 1 994 and 1 995

171
Figure 3 lists six major challenges related to just the fact of government acquisitions impacting
potentially your user interface development. They from the process that you might use
arise

when trying to acquire a usable interface. You see some of these same sorts of ideas in the Star
life cycle that Rex Hartson talked about in an earlier presentation example.

mm mm
f

Characteristics of Complex Grovemment


Systems
• Extremely small or extremely diverse user population
- Could have a small population of highly trained users
- May have thousands of users receiving minimal
training
- May support cross-service users
e Variability In the overall work environment
• Acquired via a Government "acquisition process"

AAfTRE

Figure 3

172
Usability Challenge Areas

• Task donnain definition


• User population
• Display design
• User's working environment
• Development environment
• Usability testing

Figure 4

So the first challenge area has to do with getting task domain knowledge. (Figure 4) It is

universally accepted by human computer interaction people that you need to have a good feeling
for the tasks that the users have to do before starting to design or evaluate the design of a user
interface. In some government arenas, it is very difficult to get that knowledge. For example, I

once was fortunate to spend time in a windowless bunker blasted out of the side of the mountain
in Northern Norway watching users, but I don't get that kind of access very often. Your average
HCI specialist is very familiar with office automation products, because we all use some kind of
word processor, maybe a spreadsheet, etc. They typically do not know so much about air traffic

control systems, air defense systems, or ballistic missile defense. The situation is even worse
when these tasks are completely new. No one has really done things in quite this way before or
where it's difficult to gain access. Also when you do get to talk with users
if they are classified

they often talk about what they need in terms of the way they do things now and they may not
have a visionary view of what is possible because what they are doing now is very constrained
by 60's or 70's technology in some cases.

173
Challenge 1: Task Domain Knowledge

• Knowledge of task domain is criticai to usabiiity


engineering, but can be very difficult to obtain
• The HCI specialist is not typically as familiar with the
government tasic domains as with commercial domains
- Would often have icnowledge of business automation
- Would not have knowledge of aircraft maintenance
procedures, space surveillance, air traffic control, etc.
• The tasks may be completely new or classified, making it

difficult to observe how users currently do similar tasks


• Users tend to articulate future needs based on current
practices
i^urrenx praciice may nave consirainea use oecause or
outdated technology
- Users may not be aware of what is possible

AATTRE

Figure 5

It is HCI specialists together in with the requirements definitions people and


important to get
with the contractors who have some good domain knowledge. (Figure 5) If possible, it is also
very good to visit users in their work space. If this is not possible, we suggest that you try to get
access to simulations or training systems or handbooks of the users. If the tasks are completely
new, we suggest spending extra time with those people who are defining the requirements
because chances are they had to go to bat to get that system approved to begin with so they are a
good source of knowledge. If possible, have them develop detailed operational scenarios. We
found that to be very helpful. Of course, the best thing is to have a user represented at work full

time with the HCI team.

174
Possible Solutions: Task Domain Knowledge
^^^^^
• Involve HCI specialists from the outset
e Pair HCI specialists with government/contractor domain
specialists
• Visit users of legacy systems
in their workplace
- if or impossible, gain access to the relevant
difficult
simulations or training systems
• Obtain handbooks, "standard operational procedures,"
other documentation
• If tasks/systems are completely new, spend extra time with

the organization who developed the requirements


- Have them develop operational scenarios
• Have a user representative work full time with HCI team
- Often this is not possible
- Schedule regular video telecons for Q/A sessions

MTTRE

Figure 6

amm naaa

Challenge 2: User Population Characteristics


• User population may consist of a small specialized group
- E.g., one program had a population of 6 users
- Extremely difficult to access
- Limfted time available
• May be many groups of users with different needs
- E.g., joint service applications
- spend time with all groups, yet the product
Difficult to
must them all
satisfy
• User population may be thousands of non-computer users
- E.g., formatted text messaging system
- E.g., aircraft maintalners
• Users may not be enthusiastic about the new system

AATTRE

Figure 7
The second challenge (Figure 6) is very much related to the first one because as you examine the
task domain you are also looking closely at the users who are doing those tasks. These users
may be very difficult to access if there's only a small group of them or they may be a large group
of users with many sub-groups having different needs such as somebody from the Army and Air
Force and Navy all trying to get onto the same program. Your population may also be thousands
of people who don't normally work with computers. In addition, it really doesn't help that a new
system or an upgrade to an existing system is mandated from above, because the user may not be
really enthusiastic about helping you define something for this new system because they are

Possible Solutions: User Population

• If access to users is limited,


- Perform heuristic evaluations to fix obvious problems
and inconsistencies before user testing taiws place
- Find "surrogate" users
(e.g., retired military, ATC)

• Use creative ways to "meet" with users


- E.g., virtual conferences
• For multiple user populations
- Schedule the time to meet with each group
- Decide how much tailoring/f lexibility will be provided to
accommodate different group needs
• Versus changing processes/SOPs to be consistent
for all groups

MITKE

Figure 8

doing just fine as is.. What are some possible solutions? (Figure 7) We talked about some of
them just a couple charts ago when we said that you could try to gain access to their simulations

or their training materials if user access is scarce. I noticed earlier somebody was talking about
heuristic evaluations. For those of you who weren't familiar with this term before, a heuristic is

basically a rule of thumb. To do a heuristic evaluation an HCI specialist just sits down and goes
through each screen one by one, it could even be on paper, and looks to see whether these rules
of thumb are being violated. For example, are there clearly marked exits? Is the interface

internally consistent? This you don't have much of their time. It


minimizes user involvement, if

could save them for more domain dependent problems or for more subtle problems. We also try
to get creative in ways to meet with users. For the situation where you have multiple user
populations there is something to discuss very early on and that is whether or not you're going to
tailor your user interface for the different groups so you have actually different versions or

whether you're going to try to get the groups to come together and agree on some kind of
common standard operational procedures so that you can design knowing that everyone will

176
pretty much be doing business the same way. You just can't assume that people are going to be
doing business the same way. There are different types groups and it makes a big difference in
the way that you do business based upon which option you pursue.

So the third challenge (Figure 8) is the heart of this presentation, and there are several aspects to
the challenge of display design. Complex displays may include map-based system with overlays
showing thousands of pieces of radar data, tracks, for example, showing storms as they move
across. You might have a list of many, many items of data or tables of data. Imagine all the
flight plans for the Washington area for a twenty-four hour period. You might also have to have

all the documentation for a system on-line so you can imagine how many pages that would be for
a bigger defense system. Another challenge has to do with real time systems and how they
would need to capture the essence of what's happening in real times. Picture an operator who has
to see whether or not an aircraft is following it's flight plan. You need a graphical representation
of that aircraft. You also need another representation of the true path that the aircraft should be
flying on according to its flight plan, and you might also need a little box that shows where the
aircraft is expected to be in relationship to its flight plan that might be moving along.

Challenge 3: Display Design -


Complex Displays

• Maps with overlays showing


-*
Radar data
- Trades (e.g., thousands)
- Weather (especialiy storms)
• Lists/tables which possibly contain hundreds of entries
- Aircraft flight plans
- Weather forecasts (e.g., wind speeds at different
altitudes, multiple forecast periods, temperature, etc.)
• Documentation in on-line format
- Tech manuals
• Real time events
- Flight plan-to-tracl( correlation monitoring
- intercept in progress

AAITRE

Figure 9

Here's another example of a complex display (Figure 9) where you see, in the middle, an
intercept in progress. You see this is where a intercepted aircraft is expected to be flying and this
where you might expect to intercept an aircraft that's moving along in time. You'll see here that

the operators for our air defense systems often ask for just a very simple map outlme. This is
mtended to be a coasfline because they have to look at so many other pieces of data they don't
want a whole of clutter introduced by the map itself. In this particular example, there are
lot

seventeen tracks, seven radars, three other ground based installations, and three orbit points and

177
the intercept. Just imagine if you liad 50 or 100 tracks that are moving in here which would not
be unusual for a system like this. These tracks are also pretty well-behaved right now, because
you don't see them flying on top of one another at different altitudes. They can also be over
flying one of the radars, for example, and you would see all your symbology right on top of one
another. You'll have operators playing around with different magnifications to try to see what's
going on.

Complex Display niustration

Mm
Figure 10

Another aspect to this challenge has to do with just the sheer number of displays and the large
amount of functionality that many of these systems have to encompass. (Figure 10) Just the
sheer scope of it almost always means that it's not just one person who is designing the interface.
It's not just one person who is developing it. So once you've broken that up into different people
or maybe even among different organizations, maintaining consistency is a problem. It's hard fpr
one person to conceptualize and design even if you have one person who is kind of designated as
the overall person who tries to look at everything. It's hard to keep that all in your head,
especially when the requirements can be changing and fuzzy. This kind of system is all the more
difficult and time consuming to document and to prototype, even, unfortunately in a paper
prototype just because there's so much of it. Still, you need to do these activities.

178
Challenge 3:Display Design - E£fect of Number
of Displays/Functions

• Consistency is difficult to maintain


- Deveiopment is often parceled among developers and
even developing organizations
- DOD style guides do not contain sufficient detail
- Commercial standards are useful but not enough
e Hard to conceptualize and design
- Can be thousands of requirements
- Requirements are often ill-defined and changing
• More difficult and time consuming to document and
prototype
- Sheer number of displays and functions
e Importance of these activities Is increased, however

MTTRE

Figure 11

Challenge Display Design - InsufBciency of


3:
Standard GUI Objects/Interaction Techniques

• Common user interface techniques do not scale well for


complex systems, e.g.:
- Very long list of choices in pull-down or pop-up menus
- Each choice may require a long text string
e Window management for real-time systems is not
automatically supported by commercial packages; e.g.
nothing to prevent windows with critical info from being:
- Covered by other windows
- Closed
- Moved off screen
e Complex data entry is not easily supported
- E.g., fields whose legal values change depending upon
the values of many other fields
- Makes prompting, validation, and feedback difficult

AATTKE

Figure 12
The of this challenge (Figure 3) has to do with the fact that many standard graphical
third aspect
user interface techniques and interaction techniques do not work well in this context. Earlier
someone mentioned the fact that when you have some real time systems you may not have time
to pulldown a menu. If you have hundreds of menu items there may be just too many to fit on a
pull down or a pop up menu. We have also seen names of individual menu items that were just
too long to put in a standard kind of menu. Window management for real time systems is not
often supported well. For example, if you've got the intercept in progress that I showed you on
the other chart and an information window popped up automatically on top of it, by the time the
operator moved it off or closed it the intercept could already have occurred unseen. When a user
is trying to enter data, that's sometimes a problem because the legal values for one field may

differ depending upon what is filled in for another field. So it makes prompting, validation and
feedback difficult.

Complex Field Relationships niustration

Figure 13

I've got an illustration of that in Figure 12. You see here that the active field is one of the
operation information set fields and that if this is filled in here then this field on the top of the
display next to EXCR, the exercise set, cannot be filled in. The rules get even more arcane if you
bother to read through some of those on that illustration, but I'm going to move on.

Here is an illustration (Figure 13) of some window management going on. The window on the
bottom called Engagement Summary is sitting a little bit on top of a 3-D globe window that is
showing a map-based display. That is allowed according to this system, but in the comer imder
"alert" —
^that window cannot be closed, cannot be moved, and cannot be covered. One of the

things that's showing is number of detected nuclear destinations. The convention used here
the
in fact is that the light blue windows cannot be covered up, moved or closed where other ones
with the gray at the top have more freedom on what they can do. The point of this is that this

180
181
Possible Solutions: Display Design
• Schedule time and allocate appropriate resources to
support the design, prototyping and documentation
- Develope a user interface project plan
- Utili2» a trained USi designer/human factors person
• Develop/dlstilbute application^pecific design rules to
promote consistencif, e.g.:
- E.g., left Justify titles, abbreviate 'nrack" as "tk"
- Complets user interface design specifications needed
• Hold requirements reviews witii usere, HCI team early on
- Discuss Interpretations of HClH^lated requirements
- HCI team provides examples of approaches
-> Add requirements representative to HC\ team

MTTRE

Figure 15

kind of set up didn't just come right out of the box. You couldn't just open up your standard
Window Builder and get this kind of support in what you need to do. The point is you have to
think about this for these kinds of systems.

So moving on to some potential solutions. (Figure 14) It becomes very important in these kinds
of systems to schedule the time and resources that support the design and prototyping that you
need and to have people who are trained in this area work in this area on the project. One thing
coming up with specific design rules to promote
that helps is the developers or designers
consistency when work together. These little rules can seem really picky. For
multiple people
example, always abbreviate a certain word a certain way or always left justify titles. But, you
need this level of detail. It is important also to hold requirements reviews with users and very
early in the process to discuss interpretations of requirements that effect human computer
interaction. To show examples of approaches to users so that users can express their preferences
in terms of the full range of what is possible. The human computer interaction team should
include a requirements representative.

182
Possible Solutions: Display Design

• Begin wJth early, broad-scope, low-fidelity prototypes


- E.g., paper, "Wizard of Oz," HyperCard, or SuperCard
- Less work than more functional prototypes
- Go to breadth/depth heeded to know whether design
breaks down under complexity
e Controlled flexibility in window management
- Tailor objects to permit only acceptable flexibility when
performing window manipulation functions

AAITRE

Figure 16

We do advocate starting with early prototypes and so called low fidelity prototypes that are great
to start with as we talked about earlier. (Figure 1 5) Just going to the breadth and depth needed to

be able to where the design breaks down due to complexity. We also advocate something
tell .

that's called controlled flexibility in window management and that is getting back to the point of

looking at your windows carefully and only allowing the user to do that which is reasonable
under the circumstances. In other words, keep some windows from being closed or moved
according to the kind of job those windows are doing and what the users are doing with those
windows.

183
.

Window Properties Definitions

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a ife««ic*«<tlB itanifv'niaamiHkultoiif ii itt*«id««rVoa<*i)

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MMljWWI IS* lawinjw't a maiMfcft«ll»tf cat k«w»M»*.

Yrtalka a ut» llaiiii*»iii»»»liiaai>ai lb«a(iitlla^Mli«alft

Scdi Can talk *twri4m Whai itiin4«ftwn4owcai (sop ftA<aitaito#MiBa iki CMitaiitv#i
wk*n MtBiA imtlhi Can flawM««r.«i<an|m taentatk d 4awiii*w cImm kfAn.

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i

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attUtcknam* HamttedU) ta< tnwd k (Isa 4h> wniav.

Cmtom ot wiiil»w Tl>»ma>u*ptia<» tial m% ftnUti m thaemMomdMTinaiii.


contotlnunii

rcinu>7 Back^ioi d C* In Tla tbi akici fttvotdmrbtckiaimd a>d ia ckiUjai tailai


tllaiiiwiiwiiM.
¥ftii«i» catatk maf b«ni«Mi itmn* faaa maitka •ipukbutkn*.

MuBBunvn Tla > fe«Uaullkuna> (ifaiy^ai tkamlwr.

DdBiUGuMiUtMoK Ik»»*«lt«aia«ttit«M<iu»>iima%i||iMiwkai tlaviin4*w

Figure 17

Window Element Definitions

window BtBeat DMcrtpdoa


Cbtraeteristie
Labd %eyaa«>M ippem oa ne nnen lo idenof y a window
object.
DcKTipiioa A brief doaipcua of a wndow obiaa.
Tm BdiL LabcL «^(ioB nns. Owk box. Ral» baaDo.
Puih baoon. Litt Toa Odd wiA drop down hkbo. ec
Pofiui/ • ot cbMcm u die wadow objM a a iBt f m wbfter or Boi ibe ten'
in te text field baUB, UBoeric, oralphaDimericad
wfeete *e MU iB*e KM field ii a fixed or wijtle
aad tie naiber of cfaaacn ki die lexi fkU.
Initd!
Ibe window objaa CM cite dMB|e (vinaUei or k doed
imciuDK(«aric).
ibe wlDdow object CB tidier be ediiMe or Dooediable;

Setacalilemoa-adecable Hie wkidow object ca eidier be adaoed or k cunot be


sdecKd. IicaBbeae)ecadwitbaiaoiue.ake)«oaid.or
bodi motiie and keyboanl
MuxtaoiyAOpbooal iDe wkidow object sum be addRtied (maidaaMy) by tie

DdAb
- OMT or kcaa be onkxiaUy addreued by tie oier.
Tbe def«U vatae for die wodow obiea.
color Tbe tadEfioaad lod rontrooid color Of lie wndow
objecl

Figure 18
Properties of windows need to be defined ver}' early on and everyone needs to be aware of
everyone on the development team and the design team needs to be aware of some of these
decisions that are made about windows, for example, whether they should be iconifiable,
resizable, etc. (Figures 16, 17 and 18 show some definitions of properties, elements and control.)

Window Control Definitions

WlBdOW CoBttOl

Ubd Ifee loa Ud qipean oo die puth

RouIB of teavMiaa Ibe qiplicaioa mpooM wba a uKT


(klNCIMi tebOQOtt.
StMnoiiAcaaa Aoy (OMo objea diM i* liofeed 10 dte boCBD
ai athoft CM actioa <«.(.. doobledictiai
on a lid iKB it <ie Moe aa KtecdDg a Vti
item lad Ditxtkn the bunoa).
Avalibility Ihe coodiiiou mder which Sic bonoa ii
ivaililile.
DilpUyed M Defaali The boon it or it DMditplayed u te
defalk buma

Figure 19

mm

Challenge 4: Users' Working Environment


• Working conditions play a larger usability role than in
commercial systems; typically not an "office environment"
- Outside
- in a tent
- Wearing gloves
- In an airplane, stiip, or submarine
- Carrying tlieir computer
- On a noisy flight line
• Implications for input and output devices, screen legibility,
si^ of overall system, etc.

Figure 20

185
Challenge four has to do with the user's working environment. (Figure 1 9) I think you can
appreciate that many government, especially military, people would be working in the non-office
environment, such as outside in a tent or flight line. These decisions should be made knowingly
and this information should be dispersed to the design team and the development team.

So these conditions just have to be taken into account, when the designing process occurs. We
advocate attempting to quantify your envirormient conditions (Figure 20) and just look at the

suitability of your various input or output devices in light of those conditions.

Challenge 5 (Figure 21) has to do with the development environment and we've heard a little bit

about this so far in terms of people having to use COTS in their development. The project may
also have to run under UNIX and Windows or maybe on workstations and personal digital

assistants. It might also have to use certain builder tools and unfortunately the look and feel of
the finished user interface may often be influenced by the builder tools. The style guides are out
there, but they are just really not detailed enough to provide all the guidance someone needs
when coming with the user interface.

Possible Solutions: Working Environment

• Attempt to quantify environmental conditions, e.g.:


- Temperature range in degrees
- Noise range in dBs
- Ligliting range in lumens
- Whether users' hands wdil be occupied, etc.
• Map suitability of various input^output options to the
environmental conditions
- May require *^ield tesT
- May require multiple devices

Figure 21

To mitigate the challenges of the development environment look at minimum configurations


such as designing for a twelve inch display, if that is the smallest display. Look at all the

platforms that you've got to work with. When using COTS applications, we advocate trying to
find those that have interfaces that are customizable. When using an interface builder's tool, the
look and feel should be dictated by the user's requirements and not the built-in capabilities of that
tool. The most important point on this (Figure 22) is to maintain the user interface

186
Challenge 5: Development Environment

• Requirement for cross-platform applications


- Under UNIX and Windows
- Cross-platform GUI development tools are often
limiting
• Requirements to run on wortcstations or noteboolcs or
personal digital assistants (PDAs)
• Mandate to use COTS products in finislied system
- Suite of recommended COTS products may have
clasliing user interfaces
• "Looic and feei" is often influenced by builder tools rattier
than user requirements
• DoD style guide issues
• Number of developers/organizations issue

AAfTRE

Figure 22

mm

Possible Solutions: Development Environment

• Determine whether the platforms that will host the new


system differ substantially, e.g.:
- Different set of input devices may be possible
- Range of possible display sbces/resolutions may differ

• Design for the minimum configuration


- E.g., design for a 12" display if that is the smallest
display to be used by the system
• When using COTS applications
- Choose those with customizable interfaces,
- Develop a consistent interface for the COTS application
• lUlaintain Ul design documentation on-line so developers
can have access to most up-to-date version

AAITRE

Figure 23
documentation, if possible on-line, so that everyone has access to a common, up-to-date version
of the user interface documentation.

The last challenge, has to do with usability testing. (Figure 23) We found that project managers
can find usability tests suspect if they didn't basically replicate key parts of the user's

environment. For example, it is difficult to show how a user might use their interface under the
stress of missile launch. Flight line environment might also be difficult to replicate. Also, I

found that managers of projects can sometimes be leery of usability testing, because they are
afraid that users are going to just Iceep asking for one more little change after another. They have
seen it happen on a few programs to date and want to avoid driving up the cost. People have also
seen high fidelity prototypes that are very detailed that are very realistic take a lot of time to
develop and cost a lot. It is some usability tests to show what expert
also difficult to decide
system use may be like when
complex systems normally would take quite a while to learn
these
under the best of circumstances. With a brief test you may be showing more about how quickly
the user can be trained rather than how they will be working with the system every day.
Likability is when you throw up a couple of charts of screen shots and everyone agrees they are
pretty. It turns out that the colors would give them a blinding headache in two hours.

Challenged: Usability Testing

• Results of usability tests can be suspect if operational


conditions not replicated
- Stress of a missile launcli decision
- Environment of a flight line
e Testing may encourage "requirements creep"
- User's temptation Is to ask for "one more change"
- Changing testing group population may exacerbate this
- For this reason, project managers can be wary
• High fidelity prototypes with scenario drh/ers take a lot of
time to develop if system is complex
e design usability tests to demonstrate
Difficult to more than
"leamability" or "likeability"
e Yet, due to system complexity, iterative testing is
extremely important

AAITRE

Figure 24

Despite the fact that there are difficulties with coming up with good usability tests for complex
systems we really do feel it's important. We really do feel it is important and worthwhile. Leave
time in the schedule for testing with users, incorporating their feedback. (Figure 24) Of course,
done when the program is just getting off the ground so you can have some input into
this is best

the schedule. We found that even just quick feedback sessions with users can really help and that

188
you don't have to wait for the book or the report to come out six months later, especially if the
developers are included in on the feedback session. They can really be thunderstruck at how
users have had trouble with their creation. Another way to get around the possibility of the
requirements — creating problem is to plan a fixed number of tests, make the users aware that
these times are when their input is needed and where they can really make an impact. We
suggest that you use high fidelity prototypes just for those critical functions. It is very expensive
to use high fidelity prototypes, in general, but it is worthwhile taking some time to look at those
functions that are really going to be critical and to maybe spend some more time making a
prototype more realistic for those functions. This might involve replicating key parts of the
environment. For example, we know at AT&T lab they actually have reproduced a city street
including strategically placed speakers so that it sounds like a bus is going by 1 0 feet from you.
It was that lab that they used to try to figure out whether or not people would be able to use their

telephones.

tiMi n mm

Possible Solutions: Usability Testing

• Leave time in the scliedule for testing with users and


incorporating their feedback
- Quicic user feedbacic sessions at a minimum
e Plan a finite number of user tests
- Users should loiow when "windows of opportunity" for
change occur
• Use high-fideiity prototypes for crucial functions
- E.g., stress of missile launch decision is more likely to
be induced if conditions seem more realistic
• Replicate key parts of the environment
- E.g., AT&T lab duplicates noise of a city street
- If user often interrupted on the job, stage interruptions

during laboratory testing


- Can test in the field, although is less controlled

AATTRE

Figure 25

In conclusion, we think there are some real challenges (Figure 25) when the underlying
functionality of the system is complex, that special efforts are needed to make the users a part of
the system, helping to develop and evaluate it. It is definitely worthwhile to take some extra time
to figure what that is in the beginning. The challenge is to figure out what would best benefit the
usability of the system as a whole.

189
Conclusions

• Difficult to malce an "easy to use" system wfien underlying


funcuonainy is complex

• Special efforts are needed to maice icey users and


requirements oennition people part of the riCl team
e Usability testing must adapt to unique environments,
specialized user populations
e Ensuring usable systems is well worth the effort
- Include experienced HCI specialists on the team at
appropriate levels of funding
- Include time for usability engineering in the
development schedule
e Increased avvareness of usability issues in government
communities will help

MITRE

Figure 26

190
Advanced Interface Design and Evaluation
for Navy Applications

Astrld Schmidt-Nielsen, PhD


Human Computer Interaction Laboratory
Navy Center for Applied Research In Artificial Intelligence
Code 5513

Voice: 202-767-2682 or 202-404-7280 • Fax: 202-767-3172


Email: schmidtnOaicjvl.navy.n^

10 January 1995
Dr. Astrid Schmidt-Nielsen, HCI Laboratory, Navy Center for
Applied Research in Artificial Intelligence
Advanced Interface Design and Evaluation of Navy Applications

We are designing new interaction techniques and new interaction methods with the cognitive,
perceptual, and motor abilities of the user in mind. Our testing occurs before the new techniques
appear in operational systems.

Organizational Chart

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NCAfUl

SS12 S613 SS14 591S


^Hf ifn DMign
ii *
Contputtltonfll
and EvakMtien LMfninQ

Figure 1

This is our division's organizational chart. (Figure 1) One of the reasons for showing this chart

is thatwhen I came to NRL, I was the only psychologist there. There were psychologists right
after World War II, but the human factors group was disbanded in the 60's. Under the Navy
Center for Applied Research and Artificial Intelligence we have two sections: the Natural
Language group with multi-media interests and the interface design and evaluation section which
has a mix of psychologists, computer scientists, and linguists. It is an excellent environment for
doing interdisciplinary work of the kind that we're interested in. This figure (Figure 2) lists our
staff members.

I on describing the first three topics from this list of six. (Figure 3) Our
will concentrate
philosophy of Multimodel Interaction (Figure 4) is to use people's sensory-motor and perceptual
channels in the best possible way to give natural feeling interactions. So we don't want to
overload one channel. We want to give people a chance to use some rather unusual channels.

192
/I Oft
Personner

Code 5512 Code 5513


IntelHaent M4 Svstema Interface Design and Evaluetlon

Elaine Mareh Astrid Sctimidt-Nleleen


Stephanie Everett UsaAchilie
Hemy Hamburger James Balae
Tucker Maney Derek Brock
Manuel Pirez Dan McFarfarw
Dennis PerzanowsU Unda SIlMrt
Ken Wauchope Janet Stroup
James TefTipleman
GregTrafton

Figure 2

Research Topics
SI
Novel Techniques for Multimodal Interaction

Natural Language for Multimodal Interaction

Task Model Tracing

Intelligent Control Interface Design

Navy Team Communications Analysis

Speaker Recognizability

Figure 3

193
Novel Techniques for Multimodal
interaction

Our Philosophy of Multimodal Interaction


• Use peoples' sensory-motor channels In ways consistent with
their natural skills

• People typically:
- Change ttwir view by positioning their head and eyes
- Manipulate things using their hands
- Issue commands using their voice
- Move through the world using their legs
• We consider It bad practice:
- To overload a single channel
- To break apart a task a person can perform m a coordinated
manner
: NnyCwIvlor/lppMflnMnkkiMllaiilkMipm*

Figure 4

Novel Techniques for Multimodal


Interaction

Pre-screen Projection
Head-coupled dynamk; perspective projection of imagery in
screen
front of the

w
Pro9«Miv« dtecioMir* of d«taa M UMT movM towanto Itw virtial MMM.
(«)«tir oniyidMtHitnmtltown. (b)4'and (e) r adtftiorwl text appMr*.
——— — — .
k^KAa /"^^a^a A^a^^^ n^AH^M^ k A^lb^^ ^^^^b^MMM

Figure 5

194
In this particular case (Figure 5),we are interested in how people navigate and maneuver through
virtual environments. We have developed and are currently testing an interaction technique
called Pre-screen Projection. A person wears a tracker on their head and as they move their head
back and forth, the screen pans and zooms in a natural way allowing the person to move their
head to change view. It's also somewhat faster, so if you move your head in not only do you
zoom in, but you get greater detail. You might
get information that is not on a map: you get
information about the ships and planes on the map. This is currently under testing.

Foot-based Maneuvering
• Currently developing simple foot controller to use when seated
- A natural allocation of resources
- An under-utilized skill / .

- A parallel channel of control I

• Would like to develop sophisticated gesture recognitton


- Quick, dynamic gestures
- Resembling natural kx^motion

Figure 6

We are looking at some new techniques for maneuvering. (Figures 6 and 7) We're going to be
looking at how people can maneuver and control their environment in 3-D and in virtual
environments in 2-D. A lot of the devices that are being used now like the mouse and the track
you would like to use to control other things besides moving through
ball are really devices that
data. So maneuver
if you try to naturally through an environment you first move forward then
you find the object then you stop and use the mouse to grab it or pick it up or whatever.

What we'd like to do is develop some other control methods (Figure 8) like the Mongol warrior
who is on horse back and sighting the enemy and pulling his weapon and aiming it all at the
same time rather thanmoving forward and then doing this. Now you have to grasp the bow and
arrow with the mouse. So we're trying to develop more natural methods of maneuvering through
these environments.

Figure 6 embodies a lot about iterative design. We are doing is developing a taxonomy of ways
in which people can maneuver and input devices and different ways they can handle them as they
relate to the user's capabilities. One novel technique that we're going to be developing is foot-

195
based maneuvering and Jim Templeman has been working on this for some time now. He
actually has begun to develop a prototype foot-based device. This is a very natural device,
because people use their feet all ways
which people can control
the time. We're looking at in
things in concert. Feet are a natural thing to use in concert. You use them to
drive your car. You
use your feet to walk. We don't have to simulate walking, people are very good at learning
controls like skiing or skateboarding or many other ways of controlling things with their feet.
What we really want to do is to start to taxonomize the tasks, find out how people can use their
feet naturally to classify the kinds of motions that are natural and what they are likely to mean to
the person. For example, you can find out whether pressing forward on something might mean
move forward or that sliding a slider might be more comfortable.

.1 Lff.l
Novel Techniques for Multimodal
Interaction

Maneuvering is Central to VEs (a matter of control)


• 2D gives the designer control over ttie view
~ Maidng it is easier to control the quality (form, clarity, accessibility)

of the interface

• 3D movement restructures the view


- Objects look differet^ from different perspectives
- Elements become exposed or occluded
- Elements enter and leave the field of view

• Users must control the view to use 3D effectively


- Users need to skOlfuHy maneuver through 30
- Only this wai open up 3D and make it 'habitable

Figure 7

At this point we already have a prototype foot based control. We're looking at different
mappings. This particular one has five degrees of fi-eedom. We can look at which mappings are
best for which kinds of control and how to apply two feet in a coordinated manner. It might be
that moving the feet apart would mean one thing and moving them together would mean another
or moving them sideways. So we're looking at which kinds of actions and motions and controls
are going to be most natural for controlling particular motions through environment. Another
issue that Jim Templeman has identified is that if you can have opponent sensors what happens if
you're pressing forward and backward at the same time. Does this hold the image? Does it slow
you down? Does it speed you up? What kinds of things do you get when you get coordinated
actions?

196
Our next one is some of the sensor technologies that are out there. The magnetic trackers that are
used the pressure sensors a lot of these are currently used more for finding out how athletes move
and that kind of thing. They certainly exist and a lot of the earlier foot controls like treadmills
and so on still require the hands to steer them. A lot of them have just been a peddle like
essentially a foot based mouse which is not what we're interested in.

We are linking the auditory and visual feedback. (Figure 9) There are other people on the
project who
are interested in things like gesture recognition. We're also looking at designating
setsof objects and what kinds of things are best for designating and manipulating sets of objects
as opposed to just a single object. At each step we're going to do the kind of empirical iterative
evaluation that everybody has been talking about, but we're at a much more basic level of what
we're developing than the kinds of systems that I think have been talked about.

Now I'd like to discuss Greg Trafton's work on task model tracing. (Figure 1 8) Task model
tracing is used to facilitate user interactions by context sensitive recognition of repetitive actions
and then offering to help — useful for intelligent tutoring system. In general, I do not like
adaptive interfaces. You don't want the system changing with you, but this is more flexible than
just developing a macro to do a repetitive task. It's a system that learns with the user.

So what it does is trace what the user is doing in a context sensitive way. It follows the user in
order to be able to anticipate future actions. It can also incorporate a model of the task, but it

doesn't tell the user what to do about the task.

What Greg is using to do this is ACT-R which is a computational model of how people solve
problems to follow the user's actions and as the user is going determine what kinds of things that
the user is trying to do. ACT-R has a rational analysis system and it allows you to select among
alternatives with a satisfying rule. That means you don't have to have the best possible solution;
you have one that satisfies what's going on. As a cognitive model, this one was selected rather
than a GOMS model or some other because it has the right granularity for the kinds of tasks that
we would like to apply it to.

We plan on demonstrating it using a synthetic stripe plarming task (Figure 19) where we model
the task and then trace the user actions. Now ACT-R has been used in tutoring systems where
the tutor knows for example what the solutions to the problem is, what the right answer to the
task is and it guides the student and if the student goes off course it offers the student advice.
This is very different. The model does not offer you advice it learns as the user does repetitive
tasks and offers to complete tasks if it sees that it can do it faster than you can. It doesn't guide
you. It does what you would have done and you can choose to use it or not to use it. So it

develops anticipations, but they are context sensitive which is the advantage of using a cognitive
model like ACT-R.
Models can be used to anticipate user's actions and then facilitate the actions where the model
can do it faster. While it can trace certain sequences, it is best for highly repetitive tasks. I mean
if you're trying to it as an architect to do house designs there's too much creative input, but if
use
you were using program your VCR it could begin to trace things where if you did the same
it to
sequence every night it could anticipate and do that sequence for you.

197
Novel Techniques for Multimodal
Interaction

C2 VEs are High Risk, High Payoff

• VEs offer more for the user to see and control


- An advantage, but it must be made comprehensible and
accessll>le
- Othenwise the interface becomes more complex and demanding

• The design of the user interface is critical

NMy C«ntK hr A«pM RMMfA in M«cM kMCgm*

Figure 8

Novel Techniques for Multimodal


Interaction

Brave New Environments


visualize: Input
More information More access and control
• AttributM of forces and • For setting attributes arxJ deployment
•nvirorvnent
New kinds of information New kinds of control
• Layout of energy fMds • Edit animated plans

Direct entry of spatial properties


Directly visible
• Designate 3D routes
• Less pointing and diddng to get
at information
Mora comprehensible More meaningful actions
• Deal at semarrlic level
• Show tMngs in context

Nny OrMt to «vpM RmmrIi k> MMM

Figure 9
Novel Techniques for Multimodal
Interaction

Developing Interaction Techniques for C2 VEs


• Approach
- Study how people use devices and techniques in VEs
- Develop advanced interaction techniques
- Evaluate quantitative improvements hi perfomtance

• Payoffs
- improved interaction in VEs
» Reduced: user errDrs, training Vmt.
disorier^tion, task performance time
» increased satisfaclicn

- Guidelines for selecting technique appropriate for task


- Demortstrate value of 02 VE techniques and systems
»^''-— *-« "* '- "'" '
'•I'll

Figure 10

Natural Language for Multimodal


Interaction

Intelligent Multimodal Interfaces

• More l^iatural. FlexSMe Interfaces for Interactive Software

• InteHigefit User Interface: nntaligemintMactivehuTan^omp^


via muW-medta language* (Meal & Shapiro 1991]

• Inlegratiofj of Natural Language with Graphical User Interface


> Confadure: QrapWca and NL have mutually compiementaiy strengths/
weaknessea
- Make aimiJtaneouaiyavailabIa and mutually Interacting

• Incorporate Local Context Tracldng into Human-Computer Dialogue


- oiaoouraeihigh-levallnguisttostnjcture of extended utterance exchanges
- Context maintenance alkyws minimai spedfkaty. less mechank:al repetition

Figure 11

199
Natural Language for Multimodal
Interaction

Interactive Speech Systems: Technical Approach


• Commercial Speech I/O Technology
Speech input
> Speed) Systems, Inc. Phonetic Engine speech recognizer
• ConMnuous gpeeeh. speaker-independent or trainable
• Dom^>-8pecilic grammatical language nndeis
» N-best transcHptlonc
Speech Output
» DECTaB( speech synthesizer
• Rule-based, pronunciation trabriable

• Computational Linguistic Natural Language Processing


NAUTILUS: Navy Al Center natural language processor
» PROTEUS parser. New York University
» Other modules developed ir>-house
» Linguistic analysis of input string to k)gical form

Natural Language for Multimodal


Interaction

Figure 13
Natural Language for Multimodal
Interaction

NAUTILUS Architecture

Figure 14

/Sk
Natural Language for Multimodal
Interaction

NAUTILUS Linguistic Coverage


• Commands
Vector tighttr 1 to threat 6.

• Descriptive Reference
Mov« on* of lh« 1H)Mm vactoring to threat 6 to th« station fightw
rtonng.
• Query Facility
Are any tighten vectoffng to threat 67
• Anaphora
Vector ft out to that threat also.
• Deictic Reference
Vector these fightert <gesture> out here <gesture>.
• Ellipsis Handling
Fighter 1 aba is fighter 14?

J)

Figure 15

201
The third area is really a success story, but it is a success story that will allow us to continue
developing maneuvering techniques for virtual environments. In this particular case, the virtual
reality lab at NRL, which is a different group from ours, had developed a model of part of the

U.S.S. Shadwell which is a fire training ship that is now stationed in Mobile that is used as a fire
training research ship. They have fire fighters come in, and they do contained fires to learn about
how fires spread through ships and how best to control fires in ships.

Natural Language for Multimodal


Interaction

Navy A! Center Speech Applications


• lnterFIS(1992)
^ppfication; Electronic Fault Diagnocts Tool
Issu9s: Syntactic variation, paraphras*

• Eucalyptus (1993)
AflpAoitjonL' Simulated E2 Air Cor^
Issues: Midtimodal integration with graphics; flexibie reference

• Interface to a Virtual Reality System (1994)


Applicalion: irrvnersive Batde Sinutotion Playt>ack
Issues: Hands-off cpjery/control In virtual environment

• InterLACE (1995)
Application:Map-tased Land/Air Combat Simulation
Issues: Route spedflcation: spatial relations

Figure 16

One of the things that we've done is a very quick evaluation. Note that the experiment has some
design flaws which always happens when you're doing something in the real world. We used
this model of the Shadwell to train fire fighters before they went So the two major problems
in.

with fire fighting that people have know about are how to behave low visibility and knowing,
in
the ship. Half a group of firefighters trained and prepared as they usually do by looking at
diagrams of the space that they were going into.

The other half did a walk through in the virtual environment with simulated smoke and then the
two groups went through two tasks. At first they had to navigate to an unknown location with
low visibility and in this case there was no fire. The way they simulated the low visibility was
that they put a low visibility screen over the oxygen masks so that you basically can only see
three feet in front of you.

What they found was that the people who had the virtual environment training got through 30
seconds faster than the other group. So that's a really big improvement in their performance in
finding the location. In the second task, the groups were actually going to a simulated fire so

202
there was smoke and they were going through the part of the ship. In that one, as you can
real

see the VE trained people made no wrong turns.


They felt that they knew where they were
going. Their comments afterwards confirmed that they thought they knew the space. The
training really made a difference in the two groups. 1 think the real advantage to having made a
real life demonstration is that we can now go on to show that if we can get improved navigation
methods and improved maneuvering methods and improved interactions techniques for virtual
environments, this will benefit Navy training in noticeable ways.

I would like to acknowledge all of the other people who were involved in the virtual Shadwell
experiment besides our own group. (Figure 35)

Here is a list of some of the other areaswhich we're working on interaction methods and
in
evaluation for various Navy problems. There are more than that, but if you want to ask about
one of the things I haven't talked about and if we have time for questions you can ask about these
too. Yes.

Question: How much time occurred between the training and the experiment?
In this case the virtual environment training was right before and the feeling was instead of just
seeing the diagram they really knew the space. It's not really a realistic thing because this is an
experimental ship. These people volunteered, they came Each ship is different, except they
in.

don't learn that particular one, but you could assume that a fire fighter on another ship might
already know the ship, but if you're just doing the fire fighting training then it certainly speeds up
their learning of the things they need to learn to get there quickly.

203
Ms. Allyn C. Dillman, National Assistant for Training for
the Professional Airways System Specialists Union (PASS)
The Role of Users in the Development of Computer Systems
for the National Airspace System

Everyone else that has gone before me today has made my job much easier by telHng you why
you need to include the users in your system design. Now what I'm going to do is introduce you
to the user and talk some specifics about the diverse users that are in our particular industry and
some of the problems we have encountered in the Federal Aviation Administration with new
technology coming down the pike. Not all of my examples will be specific to software, but when
it comes to system design a lot of the problems do cross the software and hardware lines. I am

with Professional Airways Systems Specialists (PASS).

We are the labor union that represents 10,000 Federal aviation employees. We represent the
people in the airway facilities, flight standards and aviation standards organizations.

Our airway facilities systems specialists, electronic technicians and computer operators install,

maintain, repair, operate and certify over 31,000 facilities and equipment systems in the national
air traffic control system. These systems stretch from Deadhorse, Alaska to San Juan, Puerto
Rico, from Bangor, Maine all the way over to Guam. Our flight standards aviation safety

inspectors are the ones who grant the pilots that fly in the system their license. They grant the
license to the mechanics that maintain the airplanes and they certify that those airplanes are
maintained in the safest standards possible. Our aviation standards procedures specialists are the
ones who take the FAA airplanes out and flight test the navigation systems to make sure that they
work like we believe they are going to. They are the ones who come up with the flight
procedures for the pilots to follow. PASS also includes the clerical and administrative support
positions for the FAA. Every employee represented by PASS deals with a multitude of software
systems every single day that we go to work. I mention the air traffic controllers; they are our
brother and sisters in the FAA.

We have a very close working relationship with both NAATC, the National Association of Air
Traffic Controllers, and NAATS, The
the National Association of Air Traffic Specialists.
importance of having a cooperative working relationship out in the field is demonstrated by the
fact that with the current FAA reform movement underway these three unions have bonded

together in a coalition to help the FAA get it is personnel and procurement act together. Between
the three unions we represent 30,000 of the FAA's 48,000 total employees. All of the people in
these unions. All the people that work for the FAA are dedicated professionals who want to
sustain the safety of the most efficient air traffic system in the world. We move 30,000,000
aircraft per year through that system. Computers are the way we do it. Air to ground
communications, radar systems, controller data displays, computerized cockpit systems that the
pilots deal with. All these use a multitude of software programs, too many for us to even try to
count. Our payroll and personnel systems, our training systems, technical LAN management,
our field communications. That all depends on computers and when we get a bad system in the

205
field that doesn't work and we have to spend extra time and money trying to make do our job,
it it

makes us less productive and less effective and that wastes you, the taxpayer's money.

People are a basic component of any computer system, just like the hardware and the software
and we are the people. The success or failure of any system can depend largely on management
and labor being able to interact with that system. There are systems that we can just shut off if
they don't work, count the money as gone and leave. There are other systems out there in that air
traffic world that we have to figure out how to work around. That makes the controller's job and
technician's job a whole lot harder. Private industry has determined that it's not cost effective to
leave us out of the design phases of software or hardware systems. They are asking their workers
that put quarter panels on how can you do your job better and faster? If we put in a new
cars,

computer system, how can it help you? We, the ones who are responsible for the public's flying
safety, deserve the same consideration.

Let's talk a little bit about loss of productivity. To give you a minor example in the big picture,
last FAA went to a cc:Mail program for our interagency communications. The person in
year the
charge set up the LAN and gave us another specific communications program to dial into that
LAN as outside users. I spent four months fighting that. He would not listen to any of the other
users or myself that complained was not working, we can't stay connected for more than 5 or
it

10 minutes, we need to get another communications program so that we can get our cc:Mail
when we're on the road or when we're at home. He didn't want to do it. That was his decision
and that was what he wanted. After four months, I was lucky because of my national position in
the union I said, I'm not fighting this anymore I've got to have cc:Mail so I can do my job which
is to communicate with FAA employees in management on the issues we're working on in a fast

and efficient way. I pulled my cc: Mailbox out of the local LAN and had it set up in the regional
LAN in Atlanta. Now if I need to distribute a letter to 50 people with the FAA I can do it in one
city. I'm not spending three or four hours just trying to get it to go somewhere away from my

computer. That also incurred additional costs because now I have to make long distance phone
calls to Atlanta to upload and download my cc:Mail instead of just the local call. As I said, that's

a small inconvenience in the big picture of the FAA.


Moving up the spectrum of cost and inconvenience FAA's CBI program. Computer Based
is the
Instruction. Several years ago, the FAA decided the leading edge of technology: Computer
Based Instruction. They went out and poured a lot of money into a "playdough" platform. They
didn't take any end user input when they designed these courses. They put it out in the field and
said here it is. Field managers decided that the additional down time that technicians were
spending trying to struggle their way through these courses because they were so user unfriendly,
wasn't worth it. They went ahead and sent the users to Oklahoma City for resident training at our

I
FAA academy and just put those training programs on the shelf Another problem with those
training program were that they were very, very boring for our technicians that are used to
complex computer systems. Because of that they might get through and check the boxes to
finish the test, but that didn't mean they really learned it. Then they had to spend extra time in
the subsequent classes catching up. Again, this is going to cost the FAA additional money.

A lot of these playdough courses have been targeted to be redesigned, and right now, the
estimated cost is six thousand dollars per class hour to change that technology over again. So if

you take a 40 hour CBI course that needs to be reconverted, which is very, very short for our AS

206
technical training courses, it's going to cost another 240,000 dollars on top of whatever it costs in
the first place to convert that course. Right now we have around 75 courses they've targeted.
Now the real problem here is Airway Facilities was only given 6 million dollars for their
technical training budget for 1996. That was 31% less than our calculated training requirements
said we needed. Not counting the cost for the course redesign we need to do. That boils down to
the fact that we have 300 technicians we hired last September and October that don't have the
money to resident training at our academy in Oklahoma City and they don't have the money
to go
computer courses or redesign the computer courses that we can't use. So we don't
to take the
even have the good money to throw after the bad and that goes across all agency lines in the
Government today.

Added to the loss of worker productivity and costs of another 240,000 dollars are the
ramifications of our particular industry. Only a few industries have the safety considerations that
the FAA has. As someone put it earlier today, when our systems don't work people die, airplanes
crash and that's what we don't want to see. That's our number one concern as a field employee is

to keep that from happening. When a system outage happens, as you've heard about in the
papers recently, controllers have back up systems they go to and they go to those back up
systems and they work, but the controller can't handle as much traffic. Therefore, airplanes are
held on the ground or rerouted until they can go into that controller's airspace. These delays have
widespread economic impacts on the airlines and other business. It cost the airlines thousands,
almost millions, of dollars to have those airplanes sitting on the ground unable to go and it costs
you all, the business travelers, money and time when you can't get to where you need to go. We
will put up with those economic impacts, because what we won't let happen is those planes go
into the sky before it's safe for them to.

What happens when an FAA system goes down as it did in Chicago Center? Well, not only does
the news media show up, but then we have Congressional hearings and then we have IG reports.
So it's much better to give us a new system, or a system that works right in the first place than to
go back and have someone scrutinize why it didn't work because everybody gets crucified then.
Because of the high value that we in the field in the FAA, in general, place on safety, the field
employees are taking a proactive stance in getting involved in system design, hardware,
software, whatever. We don't want to see the same problems with the new systems that are going
to come into the field to replace this aging equipment, and yes, folks, we do have systems out
there that have vacuum tubes, because we're way behind on the new technology. Too often in
the past with the systems that are already operational we've been handed systems that took us
one, two, three or more years to get to work right because they were handed to us and they said
here it is, use it, this is what we've got today, we're going to get you another new system in five

or six years. Well five or six years never comes.

Let's look at the differencebetween when we got those old systems and 1996. In 1991 Airways
Facilities(AF) had 19,000 systems to maintain out in the field. We had 1 1,000 technicians. In
1996 we have 6,000 technicians and we have over 31,000 systems. Some of them are more
sophisticated and they don't require as much technical attention, but, as I said, we do still have
some out there that are the problem children. We do not have the time, the people or the money
to mess with systems that come into the field that don't work right. In the FAA, the situation is

improving because the employees have taken a proactive stance and because management has

207
figured out that we need to know exactly what an air traffic controller needs to do his job. We
need to know how the air traffic controller and the airway facilities technician interact in the field
to get the job done. We've started working with partnership. This means that we now have
national representatives on every new system that's coming down the pike. A national labor rep
for PAS and a national labor rep for NAPTA to give them that field perspective. Will it work?
Can the controller do his job? Can we, AF, keep it going or get it going again if it does stop?
This is what they have to know to design the system.

A system that is a good example of how critical our involvement in the initial phases of system
design are is the voice switching communications system, also called VSCS. This is an air-to-

ground communication system that is being deployed in the twenty air traffic control centers

around the country right now. When that contract was first let and that system was designed, no
was
field input gathered. All the FAA, Air Traffic and AF
came from Washington-based
input
management types. As a result they decided that because on that system
of the reliability figures

they didn't need to purchase an additional system called the Voice Training and Backup System,
VTABS. Note that we have had a national representative working on VSCS for a little over two
years. He has done a great job of collecting user input from the focus groups. This is the field
employee's way of getting input to management and to the system designers. We have focus
groups that work on various subsystems or various subparts of this system, such as training and
certification requirements. We have consistent subgroups, consistent reps working with the
VSCS system so you don't run into the problem of one group comes in and says, we need this to

be done in purple and blue and another group comes in and says we need it green and black. We
have consistent representatives that coordinate what really needs to be done.

Back to the VTABS system, as soon as our representative got involved, the first thing he stated
was, "Folks, we need to buy this VTABS system; we need this back up system." Upper level
management said, "No, the statement of work is already done. The contract is already let; it's

going to cost too much to go back and buy this system. We can live without it because of the
reliability figures." In the last six to seven months there have been several system outages with
theVSCS. Now the FAA is going back and buying VTABS. It is going to cost them more time
and money now than it would have if they had done it in the first place. That's why the Federal
employees need to be involved in the first part of the system design. One of the ways we do that
and what gives us the basis for doing that is the PAS Employee Involvement Program.
We started our Employee Involvement Program, which works with workgroups to bring field
suggestions to management, in about 1985. In your handouts, there is a copy of an Executive
Order 12871 signed by President Clinton in October 1993. Basically, that Executive Order
outlines our EIP program and it says that management and labor are going to work together in a
collaborative relationship to help make government more efficient, more effective and
the
provide better customer service to our customers, the taxpayer and the flying public in the FAA's
case. The EI program is not in all agencies. Some agencies haven't caught on to partnership yet,
but coming as a cultural change that you're going to see more and more of out there. It's a
it is

resource that you really, I can't stress this enough, you really need to draw on to find out what the
end user needs to do their job. Because we don't want to spend hours and hours of trying to
make the software or the hardware do what we want it to do. We want to input the time and
attendance data. We want to be more efficient, more effective and provide better customer

208
service to our customers, the taxpayer and the flying public in the The EI program is
FAA's case.
not in all agencies. Some coming as a
agencies have not caught on to partnership yet, but it is

cultural change that you're going to see more and more of out there. It is a resource that you
really need to draw on to find out what the end user needs to do their job. Because we don't want
to spend hours and hours of trying to make the software or the hardware do what we want it to
do. We want to input the time and attendance data. We want do our word processing. We want
to track our airplanes through the sky. That's what we want to do and today a lot of people have
told you how you can do that by including the user. I'll take any questions.

Male: (Inaudible)

Dillman: One of the issues would be the downsizing. You know we acknowledge that the job
of an FAA technician in the year 2000 is not going to be what it was in the year 1960 or 1970 or
make that change. Where you find people resistant
1980. That's a fact of life and we're ready to
to change it's when it's dumped on them. When I was a secretary in FAA Security, one day UPS
came in and they dumped five PC's in our reception area. Our office was now automated. Talk
about minimal user training. We didn't even have anybody in the office that knew how to set it
up, but all of a sudden within six months we're supposed to be fully automated and running this

for our security reports. When you do that on systems with the complexity of the display system
replacement which is coming out to replace the host computer, the VSCS system and all these it

has a ripple effect. We want to see that new technology come out. We just want to see it come
out right and we want to be involved in making it work.

Male: (Inaudible)

Dillman: Our goal is get on the We have run into


integrated product teams, we're not there yet.
a lot of resistance outside of the airway facilities and air traffic organizations in the FAA as far as
letting us sit at the table when the Even with VSCS, the AAS, Advanced
contract is let.

Automation System is another good example. We were in on the testing of that, but by the time
that we were let in to do the testing, you had requirements creep, because things that we needed
to do our job in the field. Remember a controller at the center in Boston may not need exactly
the same thing on their screen that a controller in Houston center needs. There's a lot of site
modifications that have to be done.

Male: (Inaudible)

Dillman: VTABS, that is my best example. If we had been sitting at the table when that backup
system was said we don't need that because of the reliability figures our folks would have said,
well, OK, if you do not want to do that let us at least figure out how to make the VSCS processor
work if we do not have VTABS. Let's see what changes we can do to the controller's PVD
upstairs so that we don't have to buy VTABS. They did not do that and now it is too late to do
anything with VSCS. We've got it so we've got to go back and get the other system. Does that

answer your question?

Male: (Inaudible)

Dillman: We didn't particularly like VTABS. It's just right now VTABS was the only system

back up the VSCS. When VSCS goes down because the back up channels run
that existed to
through the main processor and it takes 20 minutes for a cold start. The controller has no back

209
up communications while that processor is down. We consider that unacceptable from a user's
standpoint. The controller considered it unacceptable and AAF considered it unacceptable.

Male: (Inaudible)

Dillman: We are not just one person sitting there, we're 30,000 people sitting there. When we
talk the FAA listens because we're 30,000 of the 48,000. As far as what the new procurement is
going to look like we know because right now they are sitting over in Washington trying to
don't
figure out what they are going to do after April 1st when they have to have a new procurement
system. We are involved in helping figure out what they are going to do and we intend to have a
very strong voice at that table.

210
Needs Assessment/Open Forum

Laura Downey Sharon Laskowski


iaura.downey® nist.gov sharon.laskowsM O nistgov
301-975-4659 301-97&4535

Nisr
Ms. Laura L. Downey/Dr. Sharon J. Laskowski,
National Institute of Standards and Technology
Needs Assessment/Open Forum

Laskowski: We are asking you for your opinions. (Figure 1) To get started we put together a
few ideas of our own.

Downey: These are some ways NIST could support collaboration between industry and
government in usability engineering and in HCI. (Figure 2) One of the ideas we've come up
with is the establishment of some type of usability lab at NIST where people could come and
bring their systems or prototypes. We could give demonstrations of some our systems and
prototypes.

Figure 1

We might be able do some collaborative evaluations to help develop some more measurements in
the field. The question is: is there demand for such a lab? Second, we could collect and analyze
some government case studies. You've heard a lot of success stories today and maybe we should
collect those together and do some analysis. Third, we could serve as an HCI guidelines clearing
house. You've heard about a lot them, but we don't have one central place right now to go to and
we could serve in that function. Fourth, today is an example of another function we serve, that is
conducting a technical exchange and education by facilitating symposiums and workshops.

212
Laskowski: A good portion of the work we do at NIST has to do with analyzing the latest
technology and how we can facilitate its transition into real applications more quickly. For
example, the Web usability is quite an issue now. Many people are designing Web pages —many
of which are not usable products. NIST could provide a large source of information to the
general public and industry and researchers across the country to help.

Downey: Those are a few of our ideas and we're going to open this up to the audience and take
suggestions. (Figure 3)

Male: (Inaudible)

Downey: You would like us to form an electronic mailing list of people that are here today or to
provide a mailing list that people can join.

( '.

Supporting Collaboration Between Industry and


^
Government: Some Ideas

• NIST usability lab


- Oamonatratlona
• Evaiuatlona
• Govammant eaaa atudlaa
- Collaotlon and anaiyala
• HCI guidalinaa
• Claaringhouaa
• Usability anginaering tachnical axehanga and education
Symposia and worl»hopa

——

Nisr—
V )

Figure 2

Male: (Inaudible)

Downey: A list server.


Laskowski: There is something that does exist called GOV.HCI and that's people within the
Government and within industry that are interested in some of the issues we talked about today,
but I think it grew out of some different special interest group workshops.

Female: Where did government HCI originate?

Laskowski: That came out of the CHI 1994 workshops.

How busy is the government's HCI?

213
Downey: I don't have a good feeling of how much traffic there is on GOV.HCI.

Female: (Inaudible)

Downey: Maybe it's something that should be publicized more.

Female: (Inaudible)

Figure 3

Laskowski: To summarize: we could revive the list. We would have to get in contact with the
people that had previously started it up and see if we We are also trying to
can collaborate.
collect everyone's E-mail that has attended today, which I think is one of the things you can put
on your feedback sheets. Please fill out your feedback sheets.

Male: I think it is grand, but I guess I would just like to know when you are going to start. You
are positioning NIST in the sense of facilitating, promoting, sponsoring rather than expertise
leadership is that con-ect?

Laskowski: We do have a certain amount of expertise in HCI.


Male: You do? Well, I wasn't sure how it would be reflected.

Laskowski: We have a division called Information Access and User Interfaces. We have four
groups that deal in some of the component technologies and the infrastructures to support
advanced interfaces. We are doing some work in HCI and usability.

214
Male: I'm not an expert in this area at all. I don't know the process of going through, what arc
the barriers, what are the problems, what are the difficulties. So I guess I would say in particular
in the Federal agency of introducing usability engineering. When you know what they are and I

think there's a lot of experts and I've heard some of the areas referred to, but I don't know if it's
all been assembled and you have the top six things that preclude it happening successfully. If
those had been addressed and if we know exactly what the problems are and a rendering of the
solutions that falls within the scope of the things that you're actively going to pursue. I have no
reason to believe we haven't done that I just bring it up as, has it actually been looked at and is

that built into the proposed list of things you like to do. Because it strikes me as being right on
target.

Downey: I think it ties in somewhat to one of the suggestions we made about gathering the set of
Government case studies that were successful versus unsuccessful.

Male: (Inaudible)

Downey: And I think Rex has done some work in that with SSA and some of the other Federal

agencies and certainly there are some other people, you've heard the success stories.

Male: (Inaudible)

Laskowski: Are there Federal standards developed in FIPS?

Downey: I understand that FIPS adopts some of the other existing ones out there. So there is

that baseline.

Female: What about a working group or consortium?

Downey: That is a good suggestion, that we put together inter-agency groups.

Female: What about including unions?

Downey: Certainly they would need to be represented in that capacity as being end users. I

would agree with you that the members of the union are very important. When I worked with
Social Security Administration developing a prototype, we did work with several union
members, and we had a very successful product and prototype and they were ecstatic to be
involved. So I know first hand that it is very important and we should come up with some other
ways of doing that. I agree.

Female: There are a number of questions, problems in the government that have not been
covered.

Downey: That is one of the things that I guess I on enough on the bullet is to
didn't focus

continue to run forums like this. What is the audience's opinion on continuing symposia and/or
workshops, something like that. Can I have a show of hands? OK, that's pretty positive.

Nigel Sevan: Can we target certain areas like procurements?

Downey: I think that we would probably have that in any symposium or workshop. We could
do both. We could specifically target certain things. It's probably important to try to get some
procurement officials involved. A lot of people have talked about the specing of usability
engineering in the RFP, which is something that we're still hoping to address also.

215
Female: Can a template for how to include usability be developed?

Downey: I think having a template or a framework is not saying that this is the be all and end
all. It's not the magic pill.

Male: But contracting officers are notorious and famous for taking a document and
incorporating it by reference, leaving the contractor to figure out how to respond because there's

no clue from the rest of the document as to what you're supposed to do.

Downey: I think that's a very good point and obviously one we'd have to address if we had some
type of working group that was going to try to even attempt to come up with a template. So
that's a definite barrier that we would have to try to rise above.

Laskowski: Anybody else.

Male: First of all, I feel like symposia are like preaching to the choir. I think most people here
already know about usability. They think it's a good thing; that is why they are spending their
day here. I see it would be useful to have a list server and thing like this generating more effort

on more outreach activities. One of these things exist elsewhere, for instance — I think monthly
. I don't know exactly what Friday it's held on, but I believe it's a monthly event.

Downey: Second Friday.

Male: I've been out of town for a while.

Male: (Inaudible)

Male: So there may be some Government issues that I don't know about. (Inaudible) I guess the
other thing I would suggest is to schedule more activities like this, get on the schedule of events
within the government.

Downey: Right which is kind of what I mean when we were saying go for the software
engineering group. If there was a conference to submit something or talk to the people that are
organizing it so saying that we wanted to do a presentation on the usability engineering. One of
the problems I've seen how to get the word out to the people that we're really trying to target.
is

Like you said, I knew that we would have some people that were pro-usability already today.
We were hoping to reach some people that were interested in learning about usability
engineering whichis one of our other major focuses today. We tried various Government related

publications and so on and so forth so if you had any suggestions on how to reach those other
users then we would certainly listen. We've got some arms popping up, go ahead.

Male: (Inaudible)

Downey: I would agree with you to a certain point, but also something that someone brought up
in Nigel's European perspective is that it's quality in that realm means something very different
than quality in use, which is to use Nigel's term when we're talking about usability engineering,
they are talking about all the "ilities," reliability and testability, which is a very different issue.
So we'd have to get that buy in that it's the terminology. There's a lot of context and usability in
the terminology that means different things to different sets of users. How about the woman here
in the back in red?

Male: Where did you announce this symposia? Did you contact CIOs?

216
Laskowski: Is there an electronic list of CIO's for Government agencies? We've looked for one.
Do you know if one exists?

Male: There is one in the Defense Authorization field. (Inaudible)

Laskowski: It was difficult to find a complete mailing list, plus an electronic mailing list, but a
lot of that information is not gathered or if it was, we did not have access to it at that time or did
not know about it.

Downey: We tried to target various newsgroups, but frankly between just the two of us we did
not have time to check everyone's Web page.
Laskowski: We did do some searches on the Web for places to post conferences.
Downey: On your feedback or if you want to just drop a note in our feedback box, I'd be happy
to take any possible sources of contacts so we can compile such a list.

Male: Once you have a list of recognized best practices and things that promote, then take it to

agencies.

217
i

I:

If

ii

I!
Making Usability Work in the Organization

Symposium on Usability Engineering


National Institute of Standards andXechnoIogy

George Casaday
casaday@usabIe.enetdec.coiii
http://home.aoLcoiii/GeoCasaday
casaday@aoLcom

January 10, 1996


Mr. George Casaday, DEC
Making Usability Work in the Organization

The topic"Making Usability Woric in the Organization" is not something I would have presumed
to talk about on my own, but since I got it, it gave me an opportunity to think about things that
have really been of concern to me for several years. In about 1989, 1 stopped being a
programmer, stopped being a software developer, and got into this crazy usability and HCI
design consulting business. Although I've worked mostly inside my company, just because of
the way we're organized, working means selling. It means actually succeeding, that is making
usability work in my client organization. So I guess I've seen this working in the organization
business from both sides: at times, a user of usability consulting and then as a supplier. So I'm
going to give you some personal sorts of views on some ideas. I guess partly because it's late in

the day and this is a closing talk I have to be entertaining and I think I also have to be
thoughtfully reflective and there's a fine line between that and pontificating. So if I step over,
forgive me.

Another sort of thing that struck me about this talk was just where would this kind of a title come
from, "Making Usability Work in the Organization." If you think about it, it is kind of a strange
title. Rocket scientists don't have talks on making thermo-dynamics work in the organization, if

you see what I mean. So in a way to me it's a kind of puzzling title. So I thought about it and

Puzzles

Why do we have a folklore of failure?


Why do we encounter resistance?
Why do we hear so much about ""engineers* bad attitude**
Why are we always struggling uphill?
Why are we preoccupied with gaining influence?
Why don't engineers show these same concerns?
What are we missing?

January 10, 1996 2

Figure 1

220
actually made a list of puzzling things and I want to mention those. Why do we have a folklore
of failure? By "we," I mean who are actually on the usability consulting side trying
those of us
to be heard in the organization side. That's who 1 mean by we, people who would show up at the
CHI conference or show up at the UPA conference or things like that. Why do we have success
stories? Why isn't success just a part of our standard operating procedure? Why do we have to
bring out success stories? Why do we talk about the resistance we encounter so much? I mean,
aren't we saving the world after all? Do people want unusable systems? don't think so. Why I

do we hear so much about engineer's bad attitudes? I'm an engineer, and honest to God, I am a
Boy Scout. We're always struggling uphill coming and going both ways. We're preoccupied
with gaining influence. That's very strange. Engineers and developers don't have those same
kinds of concerns. They just don't. Most engineers I know are hiding, trying to avoid things, not
trying to get more responsibilities. Well, what are we missing? Bounded rationality being what
it is, we probably don't know what they all are, but we're probably missing lots of things.

We all have points of view, and I have at least these two points of view of an engineer and a
usability specialist. Actually, before that I was a scientist so I'm very schizophrenic. It seems to

me that in thinking back on conversations I've had, people I've talked to, my own problems doing
this and that, the points of view that we bring to things and that I've brought to things can make a
lot of difference. So that's really what I'm going to focus on tonight.

Point of View

The right point of view is worth fifty points ofIQ.


— Allan Kay —
Psychology

Usability Testing

Engineering
Construction
Formative Evaluation

January 10, 1996 3

Figure 2

221
Here's what I mean by point of view3). A typical project situation is that you have
(Figure
someone who is a Ph.D. psychologist who spent their life doing the most careful measurements
of natural phenomenon and they are doing usability testing and get statistically good results.

Preview

Myths, plausible advice, and wishful thinking

Points of view within the develoment organization

Some current work (RMP)

January 10, 1996 4

Figure 3

You've got a software engineer who has never done any science in his life, but has been building
things since he was eight. He's doing something that we would call maybe formative evaluation,
but he just thinks he's evaluating as you go along making sure things work. These people can
talk right by each other and I've seen it happen many times in projects. They are just different
points of view. The psychologist doesn't think, this is not a knock on psychology, it's just a point
of view it's where you're coming from, what you care for and what you take care of. Maybe the
job is not done until the evaluation is done very carefully and you know exactly what's good
enough or maybe the job is done when the system works at all, these are different points of view.
Actually I was really proud of this example because I thought it was a really great one until about
two days ago I actually stumbled across the book I had borrowed it from and had scribbled in the
margins several years ago. This is a great example you've got to use it sometimes.

First, I want kind of hit three topics: myths, plausible advice and wishful thinking. (Figures 5
and 6) This is a collection of things that are on two slides, just a list. There are things that we,
meaning us usability people, believe or haven't questioned for a long time or guesses or things
we hope are true, that, in a way, we don't check. We share among ourselves because no one
questions them, but they won't necessarily stand up to scrutiny on the outside. In other words
your engineers and your developers may not believe you. I believe that those things, even if they

222
are only just questionable, tend to ghetto-ize us. They separate us from the development
organizations that we have to influence. So I'm going to just go through some of those and we'll
have a few laughs.

Myths, Plausible Advic e, and Wishful Thinking

"... // 's the things we do know that ain 'tso..."


- Will Rogers

Advocacy for the user


Client resistence
Attitude problems
Engineers can't design
The big game
We are experts on usability ~ we know what to do
We can quickly learn enough about the user's work
We can quickly critique a user interface

January 10, 1996 5

Figure 4

The second bullet (Figure 4), "points of view within the development organization, are
legitimate role differentiations within any organization and within development organizations.
Those different roles produce different points of view and different concerns. I'm going to talk
about some of those at least as they appear to me. Now keep in mind that most of what I know is
from watching the inner workings of a large, multi-national corporation that mostly does system
level software. So it's a particular point of view. The last thing which I'll talk about is a process
that I and a few of my colleagues have developed and used called RMP, which stands for
Requirements, Models, Prototypes. It is a process for HCI or user interface design so it doesn't
address of usability, only a small subset of it, but I'll give you a quick overview of that and
all

how it works in with the points of view within an organization.

So let's look at that list. (Figures 5 and 6) Myths, plausible advice and wishful thinking. I don't
know which of these are which and some of them may actually not be any of those. Some of
them may be for real. Advocacy for the user: should we be advocates for the user? I think in a
way that's equivalent to getting a lawyer. If you want to pick a fight, truly you don't want
advocacy which turns into an adversarial situation. What you really need is resolution of
different points of view and constructive compromises. These actually come in a kind of list
because I wrote them down stream of consciousness, sometime in November. It was really

223
trying to figure out what these notes meant after several months of delay. Advocacy can very
easily look like what we call client resistant. That is the developer's bad attitude. In fact, it looks
like a bad attitude from both sides. It looks like we're being snobbish and they look like they are
resisting. We can conclude that engineers can't design like white men can't jump and women
can't preach and things. Then finally that leads to "the big game" which is a phrase that the
family psychologist Virginia Santera invented. (I think that's where I got "The big game" is
it.)

the game about who gets to tell whom what to do. Who gets to give orders and who has to take
orders. Actually, we can say we should get to give the orders because we're the experts. That's
very shaky ground and what's really needed truly I believe is the team effort where there is

mutual respect and where the big game just is not played. Where pulling rank just doesn't
happen.

Myths, Plausible Advice, and Wishful Thinking

Usability is a (mysterious) craft


Our preferences as design principles (user control)
Iterate design/implementation a few times

More user input is needed


Completed design
They need a critique

We need to persuade them


Design is entertaining

January 10, 1996 6

Figure 5

A couple of other things on this list. We can quickly learn enough about the user's work, that is,
perhaps as consultants we drop into a project with truly a lot of expertise about human factors,
but maybe not much expertise about the task domain. It's very tempting to start talking about
what the user might want based on insufficient information. Remember you're probably working
with people who have been working in that task domain and have years of experience. We can
quickly critique a user interface. Well, we can superficially, but not in any depth, not at the
depth where you're looking at the interaction of why things are they way they are. So these are
some things that if we're not aware of then they can separate us. They can ghetto-ize us, in fact.

224
Usability is a mysterious craft. If you sell that to a development manager what he hears or she

hears "Oh, an uncontrolled outside dependency, please go away." Because managers do not
is,

want to be in the hands of prima donnas or people who are mysteriously great. Our preferences
as design principles, for example, user control, is another myth. There is something you can say
in most usability drinking sessions after a conference like this, we have to always keep the user
in control and make the user feel in control. Now that's actually a personal preference, because
lots of people who are in this business are very interested in control. See, I'm not so I'm very
sensitive to this. I would really be a passenger, if I had a choice, rather than a driver. So, the
feeling of control is maybe Maybe the point for some people is just getting their
not the point.
work done and they don't care who is in control. So maybe user control is a personal preference
and not a deep principle of HCI design. Iterative design and implementation a few times is
another myth. I have never, ever, been in any project that went back to consider design after any
code was written. More user input is needed is probably true, but at some point more user input
won't

Layers of Detail Within the Development Organization

One man 's ceiling is another man 's floor


— a song by Paul Simon —

Humphrey (SED Jacobson EME


Practices Process Doctrine Practices

Methods Methods Operation Deliverables

Tools Tools Weapons Templates

January 10, 1996

Figure 6

substitute for design and, unfortunately, the notion of design being entertaining is probably not
true either. Design is excruciatingly hard work and detailed work. More user input won't solve

that problem. The myth or thinking of wishful thinking of the completed design if we could only
get it right then we could hand it off to engineering and they could program it, but actually

designs are never completed. No one's designs are ever completed. There's always

improvisation. So in my opinion a lot of the quality of the hand-off from, say, a designer to

225
development depends on how aware the developers are of the rationale behind the design so that
when they have to improvise, and they will, they do a pretty good job. I've pursued that with
developers at almost every level of skill and it works really well. I've just seen programmers do
great jobs of improvising.

They need a critique but more. I really find that they need to be informed and they need to
participate in developing the design rationale. Programmers need to participate in the design as
much as users do. They work better. So these are a collection of things that tend to form our
point of view and if we could just see the flip side of them we could see why it is we are not
always as successful as we would like to be in dealing with development organizations. So that's

the story of myths, plausible advice and wishful thinking, as much as we're going to pursue it

now. With any luck this will provoke some afterward things.

I want to move on to the next topic: the legitimate and necessary separation of concerns in a
development organization. This is going to be fairly simplistic, but maybe there's something to
learn anyway.

From a Development Manager's Point of View

Practices Manager: How will this fit into


my process?

Methods Project Leader: What is this usability


stuffanyhow?

Tools Engineer: Will my team accept it?

January 10, 1996

Figure 7

Look around all sorts of places and you can see in management structures a kind of layer of
details (Figure 7) that people are concerned with. This is a set of words from Watts Humphrey's
book in which how to deploy
he distinguishes methods and then practices about that to explain
the methods and tools. Jacobson talks about process methods and tools. Military has from the
bottom up weapons, operations, doctrine. I just put that in because I'm from Boston and I have

226
lots of friends who wear those hats and do the muskets and march around on Patriot's Day
like to
and reenact the Revolutionary War. So the weapon is the smooth musket and the operation is
the manual of arms which they practice and practice to get perfect and then the doctrine is
something like don't fire until you see the whites of their eyes. There are these layers of
concerns. In RMP (requirements, models, prototypes) what we have tried to do is address those
levels of concern all together so that we can deal with those levels of concern in a development
organization.

Things look very interesting from a development managers point of view. (Figure 8 These are
quotes from a development manager, a good development manager, and this one is excellent.
She is a manager of a group of something between 30 and 40 developers with a budget of a few
million dollars. She reports to a group manager so the group manager said to her, on the
previous version of this product we've been getting an awful lot of complaints about how hard it

is to use want you to make those phone calls stop on the next version. So Ms. R said to me,
and I

come on down I want to talk, can you make this stop. So I said, "Sure," "OK, how.?"
Remember, she's only got an hour to listen. How are you going to do that and, furthermore, tell
me how to tell my manager that this problem is going to stop and tell me how to tell him in about
five minutes? So that's what she's interested in. She wants to know if her problem is going to be
solved. I didn't have to sell her that she had a problem or wanted a solution, what I had to sell
her was that she should listen to me.

Requirements, Models, Prototypes (RMP)


The essence ofengineering is creating constructive compromises among many
conflicting goals. Integrated design can occur only when all the the real issues
are allowed to exert an influence. _ , ,„
— ana Hersh —
.
Rubinstein

A combination of Method, Tools, and Practices


Focused on HCI design in industrial teams
Probably not a ^methodology**

A frankly engineering approach

January 10, 1996

Figure 8

227
I had a manager once who explained the whole world to me, he said, "George, why should I
believe you?" So this manager actually was very savvy and very good, really running this gang
of cats really well. So she was able to actually speak for her staff at these various levels and

that's what was She would


really cool. say, "OK, how is this going to fit into my process? I
already have a development process. Whatever you're going to do, how is it going to fit in; how
is it going to avoid disrupting what I'm doing?" She says, "I have project leaders, and what they

want to know is, 'What is this stuff anyway? What is this usability stuff?' I mean, concretely
speaking, how am I going to work this into my development schedule?'" Down at the individual
contributor level she said, "Will my engineers accept it?" And it turns out what she meant is
what they want to know is how is this going to actually effect what they actually have to do when
they come in in the morning. So you've got these level of details. So those are really very
different points of view in a development organization and we have had a shot at dealing with
them and I'm going to spend the next about 10 minutes telling you what we've got and then that
will be it.

Design Deliverables as Method

Requirements

Prototypes

January 10, 1996 10

Figure 9

This is the summary on requirements, models and prototypes. (Figure 9) It's a


slide
combinations of methods, tools and practices. It is focused on HCI design, not usability in the

large because frankly that's more than I can bite off It's probably not a methodology in spite of
having an acronym. What I'm going to describe is a framework and a way of thinking about
doing usability work in an industrial team, but it's very tolerant of interlopers and snap-ins and
changes in variation. So it's extremely flexible, much too much to really be a methodology. It's

228
frankly an engineering approach. If anyone knows where this came from I'd love to know. I

know it's not original with me, but the idea is that there are artists and artists believe in intuition
and there are crafts people who believe in, this is when the chips are down, who believe in their
skills.There are engineers who, when the chips are down, believe in their methods, and that's
what they fall back on. So, that's what I mean by a frankly engineering approach. We're not
trying to supply process for people who are rocket scientists. We're trying to supply processes
that can be grasped at a elementary level and still add value, something to build on. As Nigel
said earlier, maybe it's better to do something generic that you can actually do rather than try to
do something extremely specialized that requires a lot of skill that you can't really deploy. So
we're after something that's actually deployable in real practice.

We'll start at that middle level of the three which is method. (Figure 10) Rather than specify a
collection of things to do, activities, we specify deliverables. There are lots of things you can do,
but there are not that many deliverables that you can imagine. There is a need to develop some
requirements. There is a need to say what it is that if it happens your system will be usable
enough. So we've broken that down into user definitions, "Who is the user?" scenarios; what are
the individual stories that have to happen as the system issues and what are the usability goals?
Now this is the level that the manager is interested in seeing: there is a user definition scenario
and usability goals to go do that, a collection of models.

Templates as Tools

A template is a format indicating what information


is needed from tlie designer

Generalized from successful cases and repeatedly


triedand refined on other cases

Tend to make us much smarter

RMP templates are mainly '*low tech"

January 10, 1996 11

Figure 10

229
Design, I think, is really a lot about modeling and creating representations of what's going to
happen. Models of the work and also models of the user interface that's going to be built, a
collection of prototypes. You finally have to find out how stuff is going to work out of practice.
We have paper prototypes, on-line prototypes and story boards all for different purposes. There
is nothing specified in this about the sequence in which you do things. What I think you really
have to do is treat each of these as deliverables and this actually comes to the middle layer where

you have a project leader who maybe has a half of dozen people and is responsible for the details
of the schedule. This is the user definition. Here is the designated responsible individual, and
here is the date for the first draft to be due, the second draft and third draft, until it's done same —
thing with work models and prototypes. A specific deliverable, an individual who is responsible
for it and the dates for the draft to be due and in practice the drafts of the deliverables can
overlap. So that is the sort of stuff that a project manager and a small group leader to know.
What individual contributors really need to know is, "What are these deliverables really?"

To deal with that we've created a set of templates, one for each of these work products and I'm
going to show you those. I'm going to go into just a little bit more detail on this. A template
(Figure 1 1) is not exactly what you think it is a format that indicates what information is
it is;

needed from the designer. It doesn't give you the information, but it basically asks the questions
that are generalized from the literature from successful experience. They tend to make us much
smarter because as a matter of fact it's usually a lot easier to answer a question than to figure out
what the right question is to ask. All of the RMP templates are extremely low tech. The highest
tech template is a kind of grid that's in visual basic, a lay out grid for screens. Most of them are
things like Microsoft Word documents.

Templates as Tools (an example)

Five usability goals as defined by Nielsen

An additional three (N+3) that turn up in projects


A minimum level of quantification
- Only the importance of each goal is estimated
-No quantitative goals are specified
- No measures are specified

This enough precision


is to exert a powerful
influence on design

January 10, 1996 12

Figure 11

230
Iwant to give you one example. This is the example for usability goals. Usability covers a lot of
ground and this is a place to start. We started with Jacob Neilsen's five usability goals, and we
added three that kept popping up in projects, and we could not add them, and we ended up with
those, and we found it very hard to add any more. These are the goals: understandable,
leamable, memorable, efficient, reliable, flexible, automated, satisfying. So what we've done in
the template is put in the name of each one. We put in a description and an example of each one
and we've put in numbers fi-om one to ten so that the developers can estimate the importance of
each one.

231
USABILITY GOALS
We want to build a "usable" product. In fact, usability is not a single quality, but is made up of
many goals that can be teased apart and handled somewhat distinctly. It is important to do that
so we can focus resources and because some usability goals are actually in conflict and have to
be traded off.

We are using eight usability goals that cover most known usability issues. Five of these have
been standard in the usability literature and in practice for some time, and three others are new::

1. Understandable 5. Reliable (user errors)


2. Leamable 6. Flexible
3. Memorable 7. Automated
4. Efficient (fast) 8. Satisfying (subjective)

We will start by estimating how important each of these goals is to the product as a whole.
When we have rated the importance of each of these goals, we will have a set of usability
requirements that are precise enough to guide user interface design and to suggest focused
usability testing methods. When we begin to design subcomponents of the user interface, we
may find that we need to revise these goals for each of the subcomponents.

Trade-Offs: It is not possible for everything to be very important. First there are limited
development resources, and some things will inevitably have to go to the end of the queue.
Second, some of the criteria are contradictory; for example a very short leaming curve tends to be
incompatible with very great efficiency (speed) in use, and reliability usually conflicts with both
flexibility and speed.

Scales: The scales for the usability criteria below run from 1 (no importance) to 10 (essential to
product success).

ESTIMATES
1. Understandable: Estimate: 1 2345678910
A high rating means that it is important for users to grasp the concepts of the work, system, and
user interface. Example: appreciating the distinction between a client and a server. A low rating
means that the user can perform in a rote mechanical way. Example: data entry from a paper
form.

Comments:

2. Learnable: Estimate: 1 2345678910


A high rating means that leaming the system is an important issue. Examples: a requirement for
no formal training or a requirement for getting some usefiil work done in the first day. A low
rating means that leaming is not a major issue. Example: Long and rigorous training is assumed
in order to get very fast and precise performance, so the user interface does not have to be
designed for leaming by exploring.

Comments:

232
3. Memorable: Estimate: 1 2345678910
A high rating means that users will use the system, be away from it for extended periods, then
return to use. (Intermittent use) It will be important for them to get back up to speed quickly.
Example: a system for filing travel expense reports that may be used only once or twice per
quarter. A low rating means that users will use the system more or less daily and so will not
forget things once they are learned. Example: e-mail.

Comments:

4. Efficient (Fast): Estimate: 1 2345678910


A high rating means that important for the user interface to be fast with mouse and keyboard.
it is

Example: often used actions in a pull down menu are speeded up through "accelerator" key
combinations such as ^X, "^C, for cut copy paste in Windows. A low rating means that speed
per se is not important and so can be sacrificed to gain and ease of learning.
reliability, flexibility,
Example: confirmation messages after dangerous actions ("Do you really want to start WWIII
now?") increase reliability (reduce possibilities for user errors) at the cost of slowing down the
dangerous operation.

Comments:

5. Reliable (user errors): Estimate: 1 2345678910


A high rating means that there are dangerous errors possible and that users should be protected
from them either by preventing them or by making recovery effective. Example: confirmation
messages for file deletion. A low rating means that errors can be tolerated in order to gain

efficiency or flexibility.

Comments:

6. Flexible: Estimate: 1 2345678910


A high rating means that the designers cannot reliably predict the user's work flow, so the system
should be designed to let the user improvise. Example: modem GUI's allow great flexibility
because they usually let the user execute one of very many actions at any one time and in a
sequence determined by the user, not the system. A low rating means that the user does not need
to vary the sequence of events or to improvise much. Example: a data entry system may lead a
user through a fixed set of questions and data fields in a predetermined order, and this may be the
best design for highly predictable systems since it relieves the user of much repetitive decision

making.

Comments:

7. Automated: Estimate: 1 2345678910


A high rating means that much of the task is so routine that the user should not be bothered with
it.Example: rather than having a user specify each name of a series of files to print, a system
might automate specifying files by allowing wildcards in the file names of a print command and
so replacing typing by an automated process. A low rating means that most operations should be
done manually because they cannot be reliably automated or because it is important for the user
to

233
learnand understand what is going on. Example: It is possible to automate $ DELETE
and yet it is important not to automate this fully because of the danger of too much damage
happening without the user noticing.

Comments:

8. Satisfying Subjectively: Estimate: 12345678910


A high rating means that, assuming all the other criteria are acceptable, there is still a need for a
pleasant experience for the user. Example: Windows offers a wide range of screen color schemes
and amusing screen savers for entertainment value. A low rating means that users need not like
the system. Generally this means that as long as the system stays out of the way and is not very
noticable it is acceptable. Example: Most of us still use terminals at times. We do not expect
pretty graphics on a terminal and consider that aspect of the terminal user interface to be
unimportant.

Comments:

234
I know you can't read this, but you can probably read it right there in your handouts. Basically,
all that really needs to be done to fill this in is to say, "OK, let's pick one, Leamablc." How
important in this product is the learning curve? Is it important for people to get up to speed
quickly? Do you not care because you're going to have an infinite training budget? It's really
just a matter of making that estimate. Now what we don't say how you get that information
is

because that's the part that varies. It's very hard to tell someone exactly how or even to give a list
of how to make that estimate, but you have to have the estimate. you can do that for each one
If

of them then you have a set of usability goals that are powerful enough to really guide design and
that you can test against. If you're very ambitious you can actually specify quantitative measures
to find out how well you're doing on those goals. It is very hard to get people to sign up for a
fairly expensive set of quantitative tests until they've seen some groundwork laid. If you say,

"OK, leamable is real important; it Then you start saying,


gives out a rating of nine out of ten."
"Well, if it's that important, shouldn't we invest a little bit in saying exactly what it means to be
easy to learn and then shouldn't we test?" So that is how templates work. The idea is to make
things almost automatic.

Practices

Usability created at design time

A focus on design deliverables, not activities


- Do only activities contributing to a deliverable
- Actively seek connections between deliverables
- Sieze opportunities
- Fill gaps
Team responsible for all decisions
- Individual author
- Team review
- All critique based on rationale from deliverables
(Things not written do not exist.)

January 10, 1996 13

Figure 12

The set of practices for them is small. (Figure 12) Usability created a design time that is not a

testing time. A focus on the deliverables, not activities. I think I've said plenty of that. A team
that's responsible for all decisions, so shared responsibility, but there's one designated
responsible individual. Critiques based on rationale rather than on authority.

235
Another one is concurrent creation of all the design deliverables. This is not exactly iteration.
Iteration implies that there some sequence of doing things which you do over and over again.
is

We don't actually know of any such sequence. If you think about the Star life cycle that Rex put
up this morning, there is an evaluation in the center and lots of things around, but there's no
suggested sequence there. There just is not. There doesn't seem to be any sequence that works
because there is so much feed forward and feed back of information which I won't elaborate on.
The last thing is formative evaluation. We've got a set of ten or so deliverables that we'd like to
see produced. They are documents, they can have due dates and they'll go through a series of
drafts. So each one of them needs to be evaluated. Many of them cannot be evaluated with
users. Most of them cannot be evaluated by testing, but they all can be evaluated somehow.
That's the point here. Don't evaluate just the prototypes, evaluate your models, evaluate your
goals, and then revise the quality and continue until time is gone. The result of this concurrent
approach when the
is that clock eventually ticks down to the end and the dinger goes off then you
have something. You are not half way through a sequential process. Everything is done and
now someone is going to have to improvise. Remember design is never done. So that's what
we're advising people to do and in a year or so we'll see how this finally goes.

Practices (continued)
I

Concurrent creation of all design deliverables


- All deliverables in parallel (like chapters in a book)
I

- Multiple versions, each more detailed


- Comparable level of detail for each design deliverable
- Continue until time is gone
Formative evaluation
- Evaluation of all design deliverables
(Not just prototypes. Not just testing.)
- Draft (author) / Review (team) / Revise (author)
- Revise for quality
- Continue until time is gone
January 10, 1996

Figure 13

236
This takes us back to point of view (Figure 15), but we may actually view ourselves as expert
navigators. However, others may very well see us as magicians or charlatans, either of those is
equally bad. Really development managers and developers don't want magicians coming in and
doing something and they certainly don't want charlatans or snake oil sales people. I believe our
goal and the way to really make our work effective in an organization is to be convincing,

Wrap Up
Please understand, I never had a secret chart to get me to the heart
of this or any other matter.
— from a song by Leonard Cohen —

We may view ourselves as expert navigators.


Others may see us as either magicians or charlatans.

To show that we are actually trying to contribute our


own part to a team achievement is an effort of labor,
discipline, concern for the total result, patience, and
humility.

January 10, 1996

Figure 14

authentic, and truly make a contribution to a team achievement. That's hard and sometimes it

involves biting your tongue. It involves patience and it really involves humility too sometimes.
I will just stop there. Thank you, very much.

237
An European Perspective on
Engineering Usability: the case
of Italian IRS

Anna Giannetti
Software Quality Management
SOGEI Spa

(NOTE: This is not a transcription. Ms. Giannetti was unable to attend but submitted this paper for the symposium record.)
"An analysis of the impact of usability requirements in a Large
European Government Contract for Public Administration"
by Anna Giannetti

Introduction
This position paper will seek to illustrate the profound modifications going on at the level

of European Union for large project in the Public Administration domain and the impact
of a Software Quality Management, such as the one fostered by the ISO-9000-1, and the
impact they are having on the traditional software development methodology. Issues
concerning the role of European Union and European Central Governments as relevant
Bodies in fostering human interface and human factor competence and skills will be
faced. Furtheraiore emphasis will be given to the ambivalent role of Government and
Public Administration, where a large number of end-users, who should definitely be
empowered, are left with the burden of using software systems of a high degree of
complexity, often implying a great amount of training, without having the opportunity of
communicating their own requirements in a disciplined manner, because of the lack of
user-centred software design and development methodologies. Again, the issue of so-
called legacy, waterfall software life cycle methodology and support tools, in particular

with the amount of investment which they have received during the past few years, is also
to be considered to remove economic and technical constraints for enabling the evolution
towards new productive models such as Rapid Application Development, Rapid
Prototyping or even Participatory Design, at a large industrial scale.

Background
During the past years, the market segment of the Public Administration and Government
software providers has undertaken dramatic changes. With the downsizing and
rightsizing revolution and the evergrowing market share for the open distributed
computing architecture, the large, custom, often centralized systems, were surpassed by a
set of integrated solutions, which usually include components off -the- shelf Competion
between custom software and market sofware was also driven by evergrowing user
empowerment.

The custom software systems were usually accompanied by massive use of


centralized
standard business computer language such as COBOL, possible proprietary methodology
and support tools which emphasised the "waterfall" approach, and less than ever attention
to the ergonomic and human interface aspects as well as user documentation efficacy.
The latter point be explained by the fact that, for such big and monolithic systems, a great
deal of training was already planned for end-users as they were seen to stay on that
particular job for long time, with lowest possible turnover rate, and be justified by the
continuity and stability of technology.

240
Mostly, end-users of such bureaucratic software systems were mainly seen as doing
repetitious tasks such as data-entry from bureaucratic forms, and sophisticated
exploratory user interfaces were even considered a distracting factor and therefore
avoided. Mainframe screens on old VDT were and are still the norm in any large or small
Government office.

How to introduce usability in a


large Government contract
• Duration of contract Long-dated 10 years
• Amount of contract: 2,000 billions Liras for
Three Years
• Type of contract
• based on proprietary methodology and

support tools (DAFNE and DAFNE TOOLS);


• current contractual obligations (MoptthoM
involving budget control)

• approval of Requirements Analysis


• approval of Functional Specs (Q.C.)
• approval of Maintenance Intervention
• approval of Quality Control Result 2

Figure 1

Great investment were made by the largest software providers in tailoring proprietary
development methodologies to procurement and contract issues with less emphasis on the
actual end-user satisfaction, acceptance and hence welfare. In the later years, with the
fastest pace of the technological changes, the international norms on quality processes,
software product evaluation and ergonomic of human computer dialogue and above all

the sudden impact of Total Quality Management theories and practices, which were based
on the principle of "getting it right getting it better", centralized, training-intensive, heavy
software systems started being replaced by a set of optimally integrated computer and
network solutions with the massive use of personal computing. These solutions were, as
much as possible, based on the different user population requirements, and with the
consequence of developing software system with the highest degree of operativity, with
little or no effort in learning and with readable and really immediately useful user

documentation.

Training, as well as user documentation and hence what it is called software support,

started being considered as important factors in the overall budget reduction goal and
therefore better analysed.

241
From a management point of view, productivity of end-users also become the central
issue and software systems were only one of out several other potential factors for
improving productivity.

From a user point of view, acceptance of software system, satisfaction in the interaction,
become more than an issue and people started requesting better interaction with such
systems, driven also by the alternative market offers.

Again, a better end-user/developer communication become the crux for improving the so-
called "time to market," with the offer of new functionalities in an incremental fashion,
and reduced development time and early evaluation phases.

Nowadays, the real challenge for the future resides mainly in understanding how to
evolve the traditional software life cycle into a usability life cycle within a cost-justifying
usability approach. It will include extensive data collection to model and assess current
processes and continuous measurements of the benefits of introducing human factor
issues in the traditional software design and development.

But since it is quite difficult for the sofware system providers to have enough strenght to
change the process and product, the involvement of the client and end-user appear to be
mandatory. This is why a Total Quality Management approach is so beneficial: if
usability and end-user acceptance is agreed to be a quality factor, amongst others such as
realiability or portability, at least initially for the most strategic projects, the client will
have a coherent framework in which to calculate and weigh some of the added value (and
possible added costs) of having a more usable softwEire system. If we, as industrial
researchers, are able to demonstrate that usability is not only a quality factor with its

appropriate methods and techniques, but, above all, a cost reduction factor in terms of
reduced training cost and reduced operational time with improved end-user performance
and productivity needed and are able to quantify it to the client, we will be in the best
position to start off the user centred revolution in the Government contracts. Government
contractors have got even a better chance: that is to educate the citizens to claim for
usable and less prone to error software systems. In fact the citizens are the ultimate users
of such systems and they may also push for better and less expensive Governmental
systems.

This is a case of introducing usability as a quality factor in the Software Quality system
offered by a contractor to a Government Body or Agency. It implies as a first step getting
the client to recognize the importance of such quality factor for his own business.
Usability should be recognized in Governmental activities very important since the
ultimate users in our cases are not consumers but citizens who pay taxes for having back
usable and effective services.

This calls for quality plans which together with the official statement of usability also
contains the means to achieve the quality by:

• designing usability into the software system;

• testing the usability into the software system;

242
• monitoring the usability thoughout the software development;

• assessing usability while the system is in use;

• getting prompts and feedbacks from users;

and doing all this through cost-effective means.

There are at least four important aspects to be considered in order to be successful in this
enterprise:

1 . the availability of technical norms and regulations which stimulate and support
the introduction of usability principles in the processes and products;

2. the availability of updated software development methodologies which embody


usability principles;

3. the availability of public procurement rules which enhance the role of the end-
users as requirements providers and usability testers.

4. the availability of client and users in more responsible and responsive roles, with
the greatest commitment for the global quality of the system.

The norms
International and European technical norms such as EN ISO 9000: quality system, EN
ISO 9001/1994: sw design, development, installation and assistance, EN ISO 9003/1994:
control and verification EN ISO 1001 1/1994: Inspection, EN ISO 9126: Evaluation of
,

sw product quality and EN ISO 9241: Ergonomic Requirements for VDT used in office
tasks are all being included in any well managed software process. Relevant legislation
at the European Level: such as EEC Council Directive 92/50: "certification of quality for
Large Government Contract" and EEC Council Directive 90/27: ergonomy and safety of
VDT used for office tasks are increasing awareness in both software providers and users
that usability is of paramount importance for improving quality, productivity and time to
market. Furthermore, the procedure of certifying software providers on the basis of the
quality of their processes, as it is implied by the application of ISO 9000 and related
technical norms, is really pushing towards continous process improvements, as it is also
testified by the European Initiative called SPICE (Software Process Improvement and
Capability Determination), which will need to include human factor issues in software
development process. Besides, at the Italian Level, the institution of a Public Authority
for Governmental Software Projects has generated great expectations among the users:
main objectives are in fact to guarantee a common interface access to public data through
the adoption of efficient and interconnected networks. In fact Governmental Information
is currently contained in several databases and databanks which
most casesare already in

interconnected. This information is highly relevant for many sectors of life and economy
(ranging from business, professionals, information brokers, publishing company, general
public). There is an urgent need in Administrations for a standardization and interchange
of data as well as improved access and communication across all levels of governments
and transparent communication with the general public or professional associations. A
Legislative Decree (DLGS 626/94) on "Ergonomy and Safety for VDT usage" for the

243
first time in Italy mentioned the relevance of the the adequacy of the developed
iias

software to the actual user task, the ease of learning, the provision of feedbacks to users at

any step of the interaction, the speed at which the information should be displayed and
presented, etc., thus paving the way for a progressive introduction of usability principles
into the traditional software development process.

The procurement rules

One of the major issues which European Central Governments are facing concerns rules
for Public Procurements which are based on a novel relationship between client and
provider. To this purpose, EU sponsored initiative such as EUROMETHOD works in the
direction of making such relation as much transparent open
as possible to benefit the
market. In fact, the open market for information systems within the European Union
requires a good mutual understanding between costumers and suppliers and Euromethod
provides a set of common concepts and requirements for a potential hannonisation of
different methodologies, outlook, training and culture to the purpose of imporving the
quality and efficiency of the information system development process by promoting
flexibility and adaptiveness of such methods. It is very strategic for people involved in

such process of public procurement that the development methodologies are adequate to
the usability engineering life-cycle. This implies that the conceptual model behind the
adoption of EUROMETHOD as a procurement guide should also include the relevant
deliverable for User Centred Design, insofar having a beneficial influences on all these
European methodologies both Governmental and proprietary, such as SSADM, DAFNE,
MEIN, SDM, V-MODEL, MERISE. These methodologies will be then forced to revise
their own methodological products so as to include usability specifications to guarantee
adequate coverage of user requirements according to the rules and practices of usability.
Within the European market, the role of European Government as regulatory body for the
Information System Procurement and Development Management is crucial. Another
important European Body which may be very influencial on such stable and well founded
methodologies is the European Software Institute, a major industrial initiative, supported

by the European Unione and founded by fourtheen leading European companies, which,
through liasions with the Software Engineering Institute, may also act as promoter of
human factors in software development and use as much as SEI is actively involved in
such matters.

Development methodologies and contractual documents


The type of specifications provided by the Government are usually very generic and do
not mention the usability of the software system. Historically the development of custom
software systems was depending from high level specifications, provided by high level
senior personnel with little or no attention for actual end-users. The traditional process
was then carried out in a bureaucratic "top down fashion", adopting and respecting phases
and activities of a methodology and with the help of development tools and quality
control procedures. This top down approach was also favoured by a lack of awareness
and maybe culture by the side of the client and users.

244
Major emphasis was given to the bureaucratic aspects of the coding process and of the
quahty control, mainly enforcing the coverage of requirements, usually without
evaluating and tracing user requirements in the actual context of use.

Since quality "at low cost" calls for an early detection of anomalies through early
evaluation and test cycles, and quality control procedures become not only a contractual
obligation but a crucial step towards the verification and acceptance of the whole
software system, more and more attention is being paid to end-user requirements
gathering and engineering.

SLC methodology and support


• Each phases/activities/products of the SLC is
standardized through the integral adoption of
a Software Life Cycie methodology called
DAFNE and related support tools;
• Products for each phases are internally
reviewed by technicians according to Quality
Control Procedures;
• DAFNE methodology is a traditional but
evolving Water-fall methodology which
implies that each phase produces final results
to be checked out against the following one;
• tool supported configuration management is
particularly stressedl

Figure 2

Another influencial factor which is contributing to put Client and Provider relation in the
new perspective of usability, is the application of the method or practice of Function
Point which is going to be widely adopted as dimensional metric for application
development. At the level of Function Point, the user is also involved to analyse the
impact and/or weight of a certain interaction modality choice onto the cost of the specific
fimction point (eg. efficiency of end-user interaction), and this issue v^ll definitely
contribute to the development of an awareness of the issues related to user interface.
During software development there are phases/activities when a specific product, which
may be considered as an important milestone for the overall software project, is issued.
The redefinition and renegotiation of such documents are seen as a first step towards the
acceptance of a usability life cycle. A related issue to be considered is how to track
requirements firom the specification to the coding and test phases so as to guarantee that
usability considerations, hopefiiUy coming directly fi-om the end-users, are not lost during
the progressive formalization. In the case which has been presented here, each
phase/activity/product of the internal software life cycle is standardized through the

245
integral adoption of a proprietary methodology and related support tools widely used in

Governmental Software projects in Italy. Furthermore, products for each phases are
internally reviewed by developers according to Quality Control Procedures. These
Quality control procedures were not intended at the very beginning to involve end users
and were mainly carried out for contractual purposes. The DAFNE methodology
[copyright FINSIEL SpA] is a traditional but ever evolving water-fall methodology
which implies that each phase produces final results to be checked out against the
following phase.

The role of Client (1)

• end-users: typically (skilled and unskilled)


computer operators/officials in Central and
District Gov. Offices;
• Intermediate users: technical officers who are
In charge of the planning phase together with
the Contractor and the final verification of the
sw and overall contract monitoring;
• Client: the Chiefs of Government Depts. and
the Ministry Cabinet
• Great emphasis on education and training of
Government personnel so as to reduce the
gap between technicians and administrative
staff

Figure 3

246
The role of the Client (2)

• end-users are involved in the requirement


analysis phase and maintenance request
(through hot line assistance by technicians);
• intermediate users are involved in high level
and verification phases with the high risk of
being too far and detached from the
periphery;
• Clients are involved into more politics but
they can control budgetl

Figure 4

Usability as quality factor

• Government should be convinced that


usability is a crucial issue for productivity,
error-reduction and cost-effectiveness as well
as for well-being of both officers and citizens;
• Usability is a quality factor which should be
built-in, evaluated and monitored during the
overall SLC process;
• Usability involves a more responsive and
responsible end-user! II
• Usability is easier to introduce if there were
national and international standards and
relevant legislation
6

Figure 5
Basic proposal of changes in
SLC products (1)
• Introduction of Us»r Requirements
specifications (including UsabHKy Specs) at
the level of Sw Specification which should be
validated by (a selective sample of) end-users
- by "inspection"
- by "animation"
• and reviewed by Intemnediate Usere for
budget/cost purposes;
• Introduction of Acceptance Testing which
should be globally planned by Intermediate
User, but which will include Usability Testing
involving (a selecti've sample of) end-usere;

Figure 6

Indeed, with the Total Quality Management issue, these Quality Control procedures begin
to be an essential part of the contract thus involving directly the client/user. The first

objective of a plan for introduction of usability as quality factor in the software


production process is the redefinition of two basic documents in the software life cycle:

• User requirement definition (as evolution of the so-called non-ftinctional


requirements);

• Usability Specs (as part of the Quality Specs for the products)

248
Basic proposal of changes in
SLC products (2)
• adopt "communication protocols" for user-
centred design: common standards and
guidelines will facilitate end-user/designer
interaction at all pliases
- revision of prototypM (or pap«r work!) through taslt
analysis and modslling techniques

• adopt Q.C. checklist, metrics, test suites, and


User Satisfaction questionnaires early in the
specification phases and propose them to
end-users;
• design the User Manual early in the
specification phase and use it as means in
the revision discussion;
8

Figure 7

The former document contains the description of the context of use, type and frequency
of tasks, type of users, impact on job organisation, etc.. and it will possibly contain
formal notation for task description. The latter document contains, for a quality factor
such as usability, a set of methods and techniques for testing, evaluating, assessing and
thus guaranteeing the standard level of usability for that particular project. The validation
or quality control of such documents involves the participation of (a selective sample of)
end-users £ind reviewed by high-level for budget/cost purposes;

In the testing phase, the latter document will be accessed and usability tests will be
constructed and documented in an internal report which will then be integrated into the
Verification Report. Before the verification phase, all quality characteristics which are
considered to be relevant for the objective and the measures are verified and then
registered in the official verification report.

Acceptance Testing is globally planned by representative of the Client prior to the actual
verification stage and in case it includes Usability Testing, it will be carried out with the

involvment of (a selective sample of) end-users.

249
Role of ergonomists

• Need for International Curriculum:


• "Towards a European Registration Model for
Ergonomists", Leiden University, 1992
- Education, Training, Experience:
» Human Characteristics, Woric Analysis and
Measurement, People and Technology;
- Registration Bodies (Register Committees, ergonomics
societies, Eur.Erg. Title)

• "New Directions in HCI Education, Research


and Practice, NSF/ARPA,1994"
- Nature of Human-Computer interaction. Use and Context
of Computers, etc..

- other Course Syllabus at several US Universities


9

Figure 8

Standards and legislation: the


key for usability!
• At ISO Level:
- EN ISO 9000: quality system
- EN ISO 9001/1994: sw design, development, installation
and assistance
- EN ISO 9003/1994: control and verification
- EN IS0 10011/1994: Inspection
- ISO 9126: Evaluation of sw product quality
- EN ISO 9241(1,2,3) Ergonomic Requirements for VDT
:

terminal used in office tasics

• At European Level:
- EEC Council Directive 92/50: certification of quality for
Large Government Contract
- EEC Council Directive 90/27 0: ergonomy and safety of
VDT used for office taslw
10

Figure 9
standards and legislation: the
key for usability! (2)
• EPHOS (Handbook v.1 1994):
- European Procurvmaht Handbook for Open Systems
- guidance for Public Procurers within Member States
when procuring Information Technology and
Telecommunications
- Relevant EPHOS Module: Virtual Terminal v. 1.0 (1994):
Forms profile. Paged Profile, Telnet Profile
• EUROMETHOD (Phase 3 1994):
- GEE Recommended Methodological Framework
(includcng DAFNE) for project planning, procurement and
management, technical documentation for public
procurement- key product is requirements specs *
intertacis specsl
• ISO/CENSC7:
- information System Engineering Concepts and Model .

Figure 10

Standards and legislation: the


key for usability! (3)
• ESI
- European Software Institute (Our major holding is full
member!)- Process Assessment and Improvement including
Human Factor Issues-Learning Organisation Project

• At the Italian Level


- Institution of the Authority for Public Administration;
- Contractual Monitoring;
- Legislative Decree: DLGS 626/94 on Ergonomy and Safety
for VDT usage for Office Tasks:
» sw should be adequate to the task
» sw should be easy to learn or adaptable to the user
» sw system should always provide feedbacks
» sw systems should present/handle info at human speed

12

Figure 11
Effective Role of Government

• compliance to Standards and Legislation


which is forcing to consider usability;
• desire to have high quality sw products and
total transparency over the process;
• need for better monitoring of Gov. contracts;
• transparency of service level metrics
(including usability metrics);
• comakership between client and provider,
assistance in Project Planning, Acceptance
Testing, Final Verification;
• Less "bureaucratic controI'MI!

13

Figure 12

Effective role of Government


Contractors
• introduce endnisers in the process as well as
in the quality control (empowering
Government staff! 11);
• in order not to loose "power" standards,
guidelines and effective methodologies are
needed and they are to be shared between
end-users and designers:
- better (mnoto) •ducation and training (by sidllad
practitiofwra)
- cooperation among savaral aetora in the process
- bettor methods for assessing trade<ofh in design choices
in terms of Usabiiity goals (Norman 83)
- transparant measures/metrics for assessing usabiiity

Figure 13
The role of European Union
Progetto MAPI (Music Assisted
Process Improvement):
Budget complessivo = 1MECU;
Budget SOGEI: 150,000 ECU
Consortium:
Lloyds Bank-UK (Coordinator)
SOGEI -I (full Partner)
AMS -S (Associate)
Ericsson-S (Associate)
Inland Revenue Service-UK (Associate)
15

Figure 14

253
The role of European Union

Consortium (conf ):
CYCO-NL (Associate)
Berlin State Museum-G (Associate)
Brameur-UK (Subcontractor)
National Physics Lab-UK (Subcontractor)
Human Factor Research Group -IR
(Subcontractor)
WITLab-NL (Subcontractor)
NOMOS-S (Subcontractor)
""^
DATA Management (Subcontractor)

Figure 15

The MUSiC method

Progetto ESPRPT 5429 (1990-1993)


Name: Measuring usability In Context

Partners:
- BRAMEUR Ltd UK
- Data Management S.p.A. Italia

- SEMA Group sae Spagna

- National Physical Lat}oratory UK


- HUSAT Research Institute UK
- University College Cork Irlanda
- Technische Universiteit Delft Olanda
- WWU University Munster Germania

Figure 16
MUSIC tools
- Usability Context Analyser
- Performance Measurements
» (DRUM Video Analysis Supp. tool)
- Subjective User Attitude
» SUMI Software Usability Measurement
Inventory (Leamability, Efficiency,
Affect Control and Helfulness)-
SUMISCORE
» Cognitive Workload
» Task Load Index
» Subjective Mental Effort Questionnaire
(SMEQ) 18

Figure 17

New Government Contract


proposal (under approval)
• User Requirement Document and Context of
Use Definition according to ISO/CD 9241_11
• Usability specs: target value and metrics;
• Definition of Quality Profile for Software
projects which may include Usability as one
of the quality factors;
• Prototype stage with evaluation sessions:
- for better ellcitation of user requiremente;
- for better understanding of non-functional requirements;
• Better traceability of Usability Requirements
throughout the Software Life Cycle;

19

Figure 18

255
New Government Contract
proposal (under approval)
• as part of Quality
Slatifi Usability testing
Control (ISO checklists and Styleguide
application evaluation)
• Dynamic Usability testing as part of System
testing -user observation and interaction
logging;
• Complete Usability testing as part of User
Acceptance testing;
• definition of a formal written protocol to
communicate usability testing results to both
programmers and users;

20

Figure 19

Crucial importance is ascribed to the adoption of so-called "communication protocols"


for user-centred design, as much as common standards and guidelines enormously
facilitate end-user/designer interaction at all phases of:

• revision of prototypes (or paper work!) through task analysis and modelling
techniques

• discussion of usability aspects early in at the specification phase;

• Q.C. checklist, metrics, test suites, and User Satisfaction questionnaires early in
the specification phases;

• design the User Manual early in the specification phase and use it as means in the
revision discussion;

The user typology


Furthermore, the role of the client should be better specified since, in bureaucratic
organisation, people responsible for the budget are usaully centralised and do not usually
care too much about the actual end-user. Therefore there is a strong need of empowering
end-users (especially at the local and pheripheral level) and motivate them to learn about
methods and techniques for requirement gathering, usability testing and global product
revision. The major issue is that of disciplining the relationship with the user so as to get
a cost-effective involvement. Starting from Central Office which will deal with the

256
phases of tender and procurement of the system, to the Technical Information Centers
which deal with contract monitoring, to the actual end-user of the Central and District
Offices which will provide requirements and observations. There is a deep training issue
here:

end-users: typically (skilled and unskilled) computer operators/officials in Central and


District Gov. Offices; Intermediate users: technical officers who are in charge of the
planning phase together with the Contractor and the final verification of the sw and
overall contract monitoring; Client: the Chiefs of Government Depts. and the Ministry
Cabinet.

Great emphasis on education and training of Government personnel so as to reduce the


gap between technicians and administrative staff. End-users are also usually involved in
the requirement analysis phase and maintenance request while intermediate users are
involved in high level and verification phases with the high risk of being too far and
detached from the periphery.

Conclusions
Government should be convinced that usability is a crucial issue for productivity, error-
reduction and cost-effectiveness as well as for well-being of both officers and citizens.
Usability is a quality factor which should be built-in, evaluated and monitored during the
overall SLC processand involves a more responsive and responsible end-user as well as a
renegotiation of contractual product and a discipline for user involvement.

Currently Government Agencies need also to be compliant to European Standards and


Legislation which is forcing to consider usability in the process and in the product and
since they have already invested in a methodological framework for software system
development, this investment (both in terms of skills and knowledge and economic
resources) should be preserved but at the same time these development
methods/techniques should be updated in terms of documents, formal notations, etc...

Moreover and because of reduction of the allocated budget, there is a growing need for

better monitoring Governmental contracts, both from an economical and from an user
acceptance point of view. This also implies that services offered should continously be
monitored in a transparent way, including usability metrics both for process and products.
Total Quality Management theories and practices imply a "comakership" between client
and provider, which includes assistance in Project Planning, Acceptance Testing, Final
Verification with less purely "bureaucratic control" and more "involvement and
commitment in the overall process". Government Contractors should introduce end-users
in the development process as well as in the quality control and, in order not to loose

business revenues, standards, guidelines and effective methodologies are needed to be


shared as common grounds between end-users and designers implying better (remote)
education and training (by skilled practitioners), cooperation among several actors in the
process, better methods for assessing trade-offs in design choices in terms, and
transparent measures/metrics for assessing usability.

f U.S. GOVERNMENT PRINTING OFFICE: 1997-417-392/72673 257


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